Cyberpunk 2077 DLSS Quality Comparison vs. Native, Benchmarks, & Blind Test

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In spite of NVIDIA's best efforts to coerce media into talking about DLSS and Ray Tracing, we're doing it because we actually want to. Bad timing from NVIDIA. This is #Cyberpunk2077's DLSS.
Sponsor: Thermaltake Core P3 on Amazon (https://geni.us/x0H6c)

Watch our Cyberpunk 2077 GPU benchmarks: https://www.youtube.com/watch?v=w4rgB2zb7dg
Watch our #Cyberpunk 2077 CPU benchmarks: https://www.youtube.com/watch?v=-pRI7vXh0JU

In this content, we're comparing the many types of DLSS for Cyberpunk 2077, using both an RTX 3080 and an RTX 2060 KO. We'll also briefly talk about FidelityFX and CAS. The goal of DLSS isn't to increase the quality past native resolution, but rather to get to a point of "good enough" that it's actually viable to run higher settings elsewhere. In some cases, the quality does actually exceed native resolution, and impressively so; at the same time, we also found a few spots where DLSS makes things worse in Cyberpunk's Night City. Overall, it's improved significantly since the Battlefield V vaseline smear and the Final Fantasy XV flickering mess, and DLSS is actually a usable feature that provides meaningful uplift. In this content, our objective is to show you the actual qualitative differences. We also propose a few blind tests.

Find the RTX 2060 KO on Amazon: https://geni.us/RWJ7jLI
Find the RTX 3080 TUF on Amazon: https://geni.us/CaJEBR

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TIMESTAMPS

00:00 - If Steve Blinks, NVIDIA is Holding Him Hostage
05:21 - Blind Comparisons
06:34 - Methodology
07:16 - Detail Loss & Upscaling Amounts
08:54 - Comparison Shots & Chromatic Aberration, Film Grain, DOF
09:54 - Shot 1 - DLSS Performance, Ultra Performance, Quality, vs. Off
10:40 - Broken DLSS in Some Areas Useful for Validation
11:10 - Pixel Counting to Prove the Resolution
12:10 - NVIDIA's Unfortunate Email Timing
13:53 - Shot 2 - Subtle Differences, On vs. Off Comparisons
14:19 - DLSS Sometimes is Better Than Native Resolution, But...
15:52 - Ghosting Caused by Temporal Anti-Aliasing
16:31 - Shot 3 - Broken Lighting Bug, Texture Detail Loss
17:54 - Shot 4 & 5 - DLSS Easily Noticed in Flora
18:31 - Shot 6 & 7 - On vs. Off Flickering & Unexpected Bonuses
19:07 - Shot 8 - Final DLSS Impact
19:25 - The NVIDIA Money Hand
20:00 - Conclusion, Our Thoughts, & Blind Comparison Recap

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Host, Additional Reporting: Steve Burke
Editorial, Testing: Patrick Lathan
Video: Keegan Gallick, Andrew Coleman




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