Nvidia calls time on native-res gaming, says DLSS is more 'real' than raster

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Nvidia calls time on native-res gaming, says DLSS is more 'real' than raster
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Jeremy has been writing about technology and PCs since the 90nm Netburst era (Google it!) and enjoys nothing more than a serious dissertation on the finer points of monitor input lag and overshoot followed by a forensic examination of advanced lithography. Or maybe he just likes machines that go “ping!” He also has a thing for tennis and cars.

, Nvidia's Vice President Applied Deep Learning Research Bryan Catanzaro laid out Nvidia's thinking.

"You fundamentally realise you have to be more intelligent about the graphics rendering process. Brute force—let's re-render every frame 120 times a second at 2160p output—that is wasteful because we know that there are a lot of correlations in the output of any rendering process. "DLSS 3.5 makes Cyberpunk even more beautiful than native rendering. The reason for that is because the AI is able make smarter decisions about how to render the scene than what we knew without AI. I would say that Cyberpunk frames using DLSS and Frame Generation are much realer than traditional graphics frames," he explains.Describing all the kludges and tricks used by traditional raster rendering to simulate lighting and reflections, Catanzaro says he's happy to see it go.

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