Tuesday, September 8th 2020

NVIDIA DLSS 2.1 Supersampling Brings VR Support

NVIDIA Deep Learning Super Sampling is a deep learning technique developed by NVIDIA that uses AI to intelligently upscale rendered frames. This technology which must be individually added game by game allows for significant performance boosts by running the game at a lower resolution and upscaling the output to a nearly identical level of detail. This technology relies on the Tensor Cores found in RTX 20/30 series GPUs and allows for a performance boost of up to 70%.

In a recent Q&A thread, NVIDIA announced that the new DLSS 2.1 will bring VR compatibility along with 8K, and dynamic resolution support. The introduction of DLSS 2.1 will help enable more immersive VR titles on next generation headsets. VR headsets typically expect a consistent frame rate of 90 FPS at resolutions up to 2880x1600 with some headsets such as the Valve Index taking that up to 144hz. DLSS technology will allow VR games to be natively rendered at half resolution and intelligently upscaled to ensure high frame rates and quality.
Source: NVIDIA (via Road To VR)
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9 Comments on NVIDIA DLSS 2.1 Supersampling Brings VR Support

#1
Mussels
Moderprator
This will be a game changer for VR tech, that really will benefit from this
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#2
kayjay010101
Hopefully with this we'll see more budget-oriented HMDs adopt some of the Index tech (like high refresh rate) as more and more computers can actually run it. That and higher resolution which should help with the screendoor effect.
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#3
Chane
I like DLSS, but hate that it has to be implemented per game. I'm hoping Nvidia will one day make a variant that can be enabled at the driver level, allowing us to apply it to any game.
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#4
RedelZaVedno
"VR headsets typically expect a consistent frame rate of 90 FPS at resolutions up to 2880x1600 with some headsets such as the Valve Index taking that up to 144hz. "

This resolution is true for 1st generation of headsets. New headsets like HP Reverb (G1 & G2), Pico and Pimax come with much higher resolutions 4320x2160, 3840x2160, 5.120x1440/7680x2160 and other companies will surely follow resolution rise in 2020/2021. 4K headsets are finally becoming reality. 1440x1600 per eye resolution was way too low to experience decent picture quality imo. You wonder how could you even tolerate such a low resolution once you try 4K headset.
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#5
londiste

So, settings are 2160p, max graphics and DLSS Performance mode.
Assuming the bars are to scale, FPS without DLSS:
- Control: 37
- Deliver Us the Moon: 47
- Minecraft with RTX: 35
- MechWarrior 5: 49
- Wolfenstein: Youngblood: 91
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#6
swirl09
RedelZaVedno
You wonder how could you even tolerate such a low resolution once you try 4K headset.
Tolerate is the right word. I was a day1 VIVE owner, and despite the novelty factor and shiny new purchase syndrome being in effect, the very first thing I thought when I put it on was "This res and SDE ><;!!!" Didnt stop me from enjoying it, but I immediately wanted better. The Index steps things forward in many positive ways. Personally Id say SDE is 75% of the way to being a non issue, and res not far behind that.

My wishlist is getting shuffled around, wireless being #1 atm.

As for DLSS getting VR support. Love DLSS, so its great news. But it actually has to get into games, look how long regular DLSS took to break 10 games supported.
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#7
xkm1948
Damn nice. Bring it to FO4 VR. That game desperately needs this.
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#8
Vayra86
Mussels
This will be a game changer for VR tech, that really will benefit from this
Well with Oculus going forced login, VR is its own worst enemy right now.

I don't really see graphics performance as a problem anymore. That was back during the Maxwell days... Lowering the barrier further will of course help, but it won't really boost adoption, I think that relies on the HMDs and the content.
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#9
bug
Chane
I like DLSS, but hate that it has to be implemented per game. I'm hoping Nvidia will one day make a variant that can be enabled at the driver level, allowing us to apply it to any game.
That's supposed to be on the table for DLSS 3.0. Of course, it's not set in stone and we do not have an ETA for DLSS 3.0, I'm just saying, somebody has already thought about this.
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