NVIDIA image Scaling bulletin review that can be used even in games that are not compatible with DLSS!What is the difference between DLSS and FSR?

NVIDIA image Scaling bulletin review that can be used even in games that are not compatible with DLSS!What is the difference between DLSS and FSR?

Released "NVIDIA IMAGE SCALING" upscaler that does not require the game side

 Speaking of the comfort of PC games, the "frame rate" first comes to mind.The smooth game screen is an indispensable factor in winning a game with high competitiveness, as well as the comfort of play.

 However, some gamers are not satisfied with the frame rate alone.In order to fully enjoy the attractiveness of the world and characters that the game is trying to express, there is no element of image quality (including resolution).

 However, image quality and frame rate are always in trade -off.Which GPU power is distributed and where to balance is a problem.In particular, it is difficult to easily replace it with a higher -level GPU now, especially when the video card has risen.It is natural to want to do something with existing technology.

 In recent years, "Up -scale" technology has been attracting attention in order to take advantage of the limited GPU power and to take both frame rates and image quality.The game screen is rendered at a low resolution, and it is super -resolution processing with an upscaler, and it is output, so that GPU power (and VRAM resources) can be used more effectively.Speaking of the pioneering of this technology, NVIDIA's "DLSS (DEEP Learning Super Sampling)" is also classified as AMD's "FSR (FidelityFX Super Resolution)".

 Although the introduction has become longer, NVIDIA recently held a briefing session for the press and announced the company's new upscaler "NVIDIA IMAGE SCALING".Let's explain what is different from DLSS and FSR and what benefits are easy.

GeForce GTX 750 & 496.It works after 70 drivers and does not require the response on the game side in principle

 NVIDIA Image Scaling is 496 of GeForce Game Ready Driver.It is a technology that can be used after 70 or later and after the GeForce GTX 900 series (including the Maxwell generation GTX 750/750 TI).It is described on the screen described as an image scaling, but it is indistinguishable whether this is a technique or a NVIDIA technology.In this article, let's write "NIS" for abbreviation for NVIDIA IMAGE SCALING.

 The biggest feature of NIS is that it does not require the game side and is a function that operates at the driver level.Existing DLSS and FSR could not be used unless it was compatible with the game side, but NIS is not necessary.Users can only enable NVIDIA Control Panel or GeForce Experience.The API operates in Vulkan and OpenGL in addition to DirectX 9 or later.

When you open the "3D setting management" of the NVIDIA control panel, there is an item called "Image Scaling".First, turn on here.The "fresh" slider determines the degree of sharpness processing, and when it is shifted to the right, the blurred feeling during the up -scale is less noticeable.Before you get used to it, let's also check the "overlay indicator"

DLSS非対応のゲームでも使えるアップスケーラー、NVIDIA Image Scaling速報レビュー! DLSSやFSRとの違いは?

Click the gear icon with GeForce Experience and turn on the switch to the right of the image scaling (green).The rendering resolution here is for all games.The meaning of a freshly converted slider is the same as the NVIDIA control panel

If you change the NIS settings with GeForce Experience, a message appears at the bottom of the screen.The message is clear, but if you click "Optimization", the settings of all games that are already recognized in GeForce Experience will change, so I do not recommend it (it is better if there is no detailed character.is)

Once NIS is enabled, it is finished if you start the GeForce Experience or start the game and lower the resolution settings from the physical solution.If the game side is fully HD in a 4K display environment, the screen output will be the 4K signal, and only the rendering will be fully HD.It seems that there is no lower limit unlike DLSS, but if you lower it too much, the screen will naturally be rough.

If the indicator is turned on, if the NIS is effective, it will be displayed as "NIS" in the upper left of the screen.If it appears with NIS in blue, only sharpness is not effective if it is NIS.

If you want to move the game in a window mode, select the resolution scaled with the NVIDIA Control Panel.For example, if you select a 2560x1440 dot scaled in a 4K display environment, the screen signal remains 4K, but the Windows side will output the screen with 2560x1440 dots.

If the overlay is enabled in GeForce Experience, you can adjust the degree of sharpness by pressing Alt+F3 keys in the game.

 As you can see, NIS does not need to respond on the game side, but some games are ineffective.This is a game that does not use exclusive full -screen mode even on a full screen, and games that do not change the output signal to the display even if the resolution is changed even if the resolution is changed recently, such as "Dirt 5" or "Cyberpunk 2077".In such a game, NIS does not work, and only sharpness processing is applied only when displayed in dots.

 As you can imagine from the interface of the NVIDIA Control Panel, NIS is a technology that extends the existing "NVIDIA IMAGE Sharpening".And most interesting is that NIS is "open source" like rival FSR, and NVIDIA says "it works on all modern GPUs, including home game consoles."

 Nevertheless, it seems that the GeForce Experience and the NVIDIA control panel are inconsistent with the word "modern GPU" when the settings are needed, but NIS SDK is released as an open source project on GitHub.Therefore, it is not a lie that it is possible to transplant it into a home game console and move it.The specific name was hidden, but some game developers are actually interested (games for home game consoles).

 So how is NIS and FSR different ... but I would like you to see this material first.

Quoted from NVIDIA materials.NIS executes spatial upscaling and sharpness processing with a single path.Entered the anti -alias and tone map processing images, and are incorporated before the post process processing.I feel like I saw this figure somewhere ...

That should be it.The pipeline of NIS processing is almost the same as that of AMD's FSR.Although both are different implementations at the core, they can be said to be extremely similar.

 As you can see from the figure above, the pipeline in NIS processing is almost the same as the AMD FSR.FSR requires the game side, but there is no need to do the resolution on the game side.On the other hand, NIS does not need to respond on the game side in principle, but it is necessary to change the resolution on the game side.The FSR game side is considered to be the addition of a UI that selects a preset such as "balance" and "quality", and to hide the internal resolution change from the UI.NIS can be paraphrased as a solution that skipped the UI response and demanded it.

 There are restrictions on NIS at the moment.The first is a screen capture problem.In fact, the display is 4K, the game side resolution is WQHD and the screenshot is taken, and the image that comes out is WQHD.In my environment, the same is true for recording with OBS Studio's "Game Capture" behind the game, and there were problems that could only be obtained or the OBS side could not detect it well (OBS "screen" Screen.Capture can be captured without any problem).

 The resolution of the capture is a problem of NIS specifications (to scaling at the kernel level), and it is necessary to go through a capture unit/card connected to another PC to leave at the correct resolution.In addition, NVIDIA's recording function "ShadowPlay" is waiting for future response.