After we enabled frame generation for each of the processes, the CPU bottleneck seems to be blown away. We can see that FSR 2.1 and DLSS hardly differ in the bars at the respective quality levels, even if one might think that DLSS still looks a bit better. However, this is rather marginal and you have to take a closer look and know what you are looking for. At least in this game. After all, a difference of around 64 FPS is measurable between native rendering and the fastest run. That is much more than just now without frame generation.
The FPS curves are still unspectacular, although a single second is of course quite a granular interval.
The percentiles are much more interesting, because we see that the drop starts at 90% for native rendering, so 10% of the rendered frames are significantly worse than the vast majority of the rest.
We can also see from the frame time histories that there are various slight jerks in the native run.
And also in the variances, i.e. the differences between the directly successive frames, something has happened even if it proves once again: Native has lost. Again, the differences are very small, but DLSS offers the smaller variances and the slightly smoother image.
Finally, let’s look at the slider that shows all four methods with different settings and frame generation enabled:
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