Let’s start with the native WQHD resolution in 1440. The vidos show the settings again in each case and then our drive into the blue. You are welcome to stop and compare, but we deliberately did not use splitscreens because you should see everything first. Pathtracing is activated again (but not in photo mode, the map is too weak for that).
The first step: DLSS on Quality and without RR…
… and again with RR activated. This looks really good.
We now set DLLS to Performance and leave RR off for now. The rendering is a bit different from the native resolution, but it’s striking how good 720p can suddenly look.
The whole thing again in fullscreen, but now with DLLS on Performance AND with RR on. The reproduction gains in sharpness and details and doesn’t even have to hide behind the native 1440p version. Chapeau!
Now let’s take a close-up of the car and split the whole thing. Both shots show the performance mode, on the left without and on the right with RR. Please pay attention to details like the yellow springs or the flickering of the taillights:
Summary and conclusion
If DLSS 3 was already good, DLSS 3.5 is better. DLAA can make the image more complete, artifact free and crisp and costs hardly any performance, DLSS 3.5 already in Performance Mode with RR creates a good image quality almost without flickering and ugly crumbs. And in Quality Mode with RR it looks better than the native display without DLAA. Fast moves are now much cleaner with DLSS, ghosting is virtually zero, and you even gain a lot in performance compared to the native display without having to cry about image degradation.
Frame Generation at least soothes the eyes, even if it doesn’t improve the latencies of course, how could it? It’s a purely optical cosmetic, but you’ll gladly accept that if you’re primarily bothered by the judder. The scope of today’s test is of course also a little bit due to the time, but we will of course do a tour through Liberty City with a little more effort when the time is right. Those who were hoping for FSR 3 and suitable comparisons will surely be as disappointed as we are, because so far there is somehow nothing in it.
In the end, the realization remains that NVIDIA has once again submitted and the bar for FSR3 is thus raised higher and higher. And I also have to make an honest correction. If I criticized ray tracing in Battlefield V as “dying beautifully, only in a really slow way” at the time, I finally have to take back exactly this statement (also thanks to DLSS from 2.0). If the AI image looks better than the original most of the time, then there can’t be that much wrong. And if the floors in Battlefield were still master-propper-memory-mirrors in slow-motion mode, even a mid-range GeForce can manage such a game as Cyberpunk 2077 Patch 2.0 with a gesture of Nochalance, as long as the AI gives it a friendly helping hand.
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