We Spoke To Game Devs And All Of Them Hate DLSS 5: 'What The F***, Nvidia?'
We Spoke To Game Devs And All Of Them Hate DLSS 5: 'What The F***, Nvidia?'
Dlss in general just seems like shit, tbh. In every implementation I’ve seen, it’s essentially necessary to enable it to get a decent framerate, but it makes every game look like blurry shit.
At least on poorly optimized games without dlss, graphics are okay but sharp on low settings and decent framerates are still possible. It seems that dlss has enabled devs to do even shittier optimization, though, because dlss will pick up the slack and enable higher framerates. So on dlss enabled games, the choice is no longer between high framerates with okay graphics and low framerates with great graphics, the choice is now low framerates with terrible graphics or a slideshow with great graphics.
That’s too far.
MSAA, SMAA, temporal AA, heaven forbid FXAA, they all suck. So does resolution scaling; if you can’t run native, you take a massive hit.
I don’t want to go back to that world of juggling between them or suffering with AA off or hacked in. It’s easy to say “oh, just code it better,” but all these solutions are inefficient on modern hardware; go back, and you leave performance on the table.
DLSS/XeSS/FSR4 and Unreal’s scaling are very convenient solutions. It antialiases perfectly, it scales to your monitor wonderfully. It’s not universal, but it looks fantastic as long as the hardware supports it base res and performance is alright.
Now, frame gen is too much of a mixed bag, and DLSS5 as demoed is obviously too far.