DLSS & Mesh Shading
DLSS Anti-Aliasing Demos – Final Fantasy XV Windows Benchmark Tool & Epic Infiltrator Demo
Turing’s 114 TFLOP Tensor Cores can be used to improve performance through a feature known as Deep Learning Super Sampling (DLSS). DLSS leverages a deep neural network to extract multidimensional features of the rendered scene and intelligently combine details from multiple frames to construct a high-quality final image. This allows Turing GPUs to use half the samples for rendering and use AI to fill in information to create the final image. The result is a clear, crisp image with similar quality as traditional rendering (which typically relies on TAA in most of today’s latest games), but with higher performance. DLSS is an easy integration for developers, so far developers have announced that 25 games will have DLSS support.
Final Fantasy XV – Windows Edition Benchmark Tool
Enroute to wed his fiancée Luna on a road trip with his best friends, Prince Noctis is advised by news reports that his homeland has been invaded and taken over under the false pretense of a peace treaty – and that he, his loved one and his father King Regis, have been slain at the hands of the enemy.
To gather the strength needed to uncover the truth and reclaim his homeland, Noctis and his loyal companions must overcome a series of challenges in a spectacular open world - that is filled with larger-than-life creatures, amazing wonders, diverse cultures, and treacherous foes.
We can see here a clear advantage to Deep-Learning Super-Sampling AA taking over the demanding task of Anti-Aliasing.
The RTX 2080Ti gains 35.5% while the RTX 2080 sees a gain of 35.7% using DLSS over TAA, all with no noticeable difference in quality. The performance increase IS quite visible though.
Epic Infiltrator Demo
Epic Games created the Infiltrator demos as a high-end demonstration of Unreal Engine 4’s rendering and cinematic capabilities. The project is full of a high-quality content representative of a triple-A game scene. Along with the high-quality assets are many high-end, performance-heavy cinematic effects like depth-of-field, bloom and motion blur. Infiltrator was originally built to run at 1080p and with all its settings turned on, even on today’s most powerful GPU is taxing at 4K resolution. By integrating NVIDIA DLSS technology, which leverages the Tensor Cores of GeForce RTX, Infiltrator now runs at 4K resolution with consistently high frame rates without stutters or other distractions.
The Epic Infiltrator sees a remarkable 35% increase in average frame rates using DLSS over TAA on the GeForce RTX 2080Ti FE. The RTX 2080 FE nets a whopping 41% increase in average frame rate.
GeForce RTX Asteroids Demo
Mesh Shading Demo
Mesh shading advances NVIDIA’s geometry processing architecture by offering a new shader model for the vertex, tessellation, and geometry shading stages of the graphics pipeline, supporting more flexible and efficient approaches for computation of geometry. This more flexible model makes it possible, for example, to support an order of magnitude more objects per scene, by moving the key performance bottleneck of object list processing off of the CPU and into highly parallel GPU mesh shading programs. Mesh shading also enables new algorithms for advanced geometric synthesis and object LOD management.
In this demo, we are demonstrating how Mesh Shading can dramatically improve performance and image quality when rendering a substantial number of objects (over 200,000) at the same time. With Mesh Shading, Dynamic LOD management runs autonomously on the GPU. Traditional rendering would require the CPU to be heavily involved with LOD management, creating a large bottleneck in the rendering pipeline. The Asteroids demo allows for adjustment of seven static levels of detail (0-6) in addition to dynamically controlled LOD, for comparisons of overall image quality and performance. Higher static LOD numbers indicate an increased level of detail. Tessellation is not used at all in the demo, all objects, including the millions of particles, are taking advantage of Mesh shading. Advanced culling also greatly improves rendering efficiency. With Mesh Shading, culling takes place hierarchically; first, entire asteroids are checked for visibility; then, parts of the asteroid are checked; and finally, individual triangles are culled. Before the Turing architecture, the GPU was culling one triangle at a time which caused a massive workload on both the GPU and CPU.
This demo really isn’t meant to be a benchmark as much as a feature demo. We used FRAPS to capture a 30-second flight through the asteroid field directly forward of the demo starting position.
Look at that, well over a quarter of a million asteroids to deal with providing nearly 3 TRILLION triangles, but only about 44 Million triangles are being rendered thanks to the autonomous culling of non-visible geometry done from the GPU directly with mesh shading.