Open Azulath opened 1 year ago
For dlaa to my eyes E is the best,most clear despite everyone saying F is
My findings when comparing with various DLLs with the debug overlay:
A Crimson Slug (model name association guessed) - e.g. 2.4.12 v3 (as seen in Spider-Man: Miles Morales) - 2020: Distinct motion blur and smearing, best avoided altogether. It is intended to be used when there are (proper) motion vectors missing, but seems it is still always worse than C?
B - Similar to A, but used in some games with Ultra Performance upsampling (slightly different tuning?).
C Debonair Caracal - e.g. 2.5.1 (as seen in Portal RTX) - 2021: Works well in most games. Generally well balanced, though distinct pixel jittering also in still image (at least vs. other "good" DLSS presets D & F).
D White Collie - e.g. 2.4.13 (as seen in WRC Generations, but perhaps newer model version used in 3.1.1?) - 2022: More stable in motion than C, but more motion blur (far less than A though). Hardest/sharpest edges in still image. Depending on the scene content (or DLSS implementation?), can show less or more smearing than C (often more). Has severe ghosting issues with moving objects in some games (e.g. Hitman 3 or Spiderman), but can be fine in others (e.g. Fortnite seems to be fine. EDIT: But don't use DLSSTweaks in Fortnite due to anti-cheat concerns, it picks preset D by default with the 3.1.1. DLL.).
F Cornflower Rook - 3.1.1. UP/DLAA - 2022: Much softer edges. Least still image jittering. Requires stronger sharpen. Least smearing. Generally, less motion blur, but more disocclusion blur and temporal instability around objects, especially with upsampling.
Generally, enforcing auto-exposure seems to potentially avoid issues (without creating new ones in most cases?). In Hitman 3, the game may stop using auto-exposure after switching DLSS modes, so enforcing it can also help against such a bug. In Shadow of the Tomb Raider, auto-exposure is required to maintain temporal stability and you need to force it to on when disabling the default per-app override.
aufkrawall hah, I also autistically went looking through the code names. I think you got the lettering wrong though. I think it should be:
A: unknown B: Cheerfull Wasp C: Debonair Caracal D: Crimson Slug F: Cornflower Rook
I know D is Crimson Slug because they have identical ghosting on some objects and particles I tested. It seems to be the most commonly used model on games.
I don't think white collie is part of the 3.1.1. It seems to be one of the experimental models Nvidia release a little while back.. It's not A or B because it has different ghosting properties then those two in a couple places I tested.
Cheerfull Wasp is what showed up most commonly on the ultra performance, and it does behave like B. Actually, I really can't tell the difference between A an B, but I think it's likely B becuse the programming guide states B is used is meant for ultra performance.
These are my notes from the dlls I looked at. Anything older doesn't seem to show the code names.
2.4.12 v1 performance-quality, dlaa crimson_slug_00148 2020-08-29 16:11:28 2.4.12 v1 ultra perf: cheerfull_wasp_00156 2020-08-29 15:23:03
2.4.12 v2 performance-quality, dlaa debanir_caracal_00129 2021-04-27 16:38:40 2.4.12 v2 ultra perf: cheerfull_wasp_00156 2020-08-29 15:23:03
2.4.12 v3 performance-quality, dlaa crimson_slug_00148 2020-08-29 16:11:28
2.4.12 v3 ultra perf: cheerfull_wasp_00156 2020-08-29 15:23:03
2.4.13 performance-quality: white collie_00129 2.4.13 ultra perf: cheerfull_wasp_00156 2020-08-29 15:23:03
2.5.0 performance-quality, dlaa debanir_caracal_00129 2021-04-27 16:38:40 2.5.0 ultra perf: cheerfull_wasp_00156 2020-08-29 15:23:03
2.5.1 performance-quality: debanir_caracal_00129 2021-04-27 16:38:40 2.5.1 ultra performance: DLAA: confrolower_rook 389 2022-07-06 19:03:10.147018
-Like with preset A, there is atrocious motion blur with camera movement when using Crimson Slug DLLs -Both preset A and Crimson Slug DLLs don't show firefly trailing in Skyrim -both preset D and 2.4.13 White Collie DLL do show firefly trailing (but have less motion blur)
Which is why I think my matching is correct.
Because I'm a loser, I will provide reciepts later tonight showing my matching is correct, lol. I'm pretty confident.
Azulath, the only general advice I'd give is to ignore A an B. I'd stick with the other 3, but there's trade offs for all of them. I wrote a description of the presets here.
Before preset F was avaible, I mostly used a dll equivalent to preset C because it doen't have the annoying ghosting bug from D. But if a game doesn't have the bug in any major way, D is defintely superior to C. So I'd say start with D. If there's no ghosting bug, stick with D. If you notice the bug, try C or F. I prefer F over C now though becuase I Iike the anti-aliasing boost, but it's blurrier, which I don't mind.
Thanks for the explanations.
Couldn't the issues with F be resolved with more sharpening or is this more like a band-aid?
aufkrawall, actually you're right. My bad. Must have gotten something mixed up.
It would probably be a good idea to add this information to the project's README and then close this issue.
I have read the documentation here and also of a reddit comment that explains the different presets, but is there a general notion as to what the best preset is?