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Let's see if that still stands when Minecraft with RTX (opens in new tab) rolls around later this year, but for now let's stick with what we know. Like I said, I truly believe this is one of the best examples of ray tracing in games today. Meaning, if you were to set your render resolution to 1080p and your output resolution to 4K, three out of every four of those pixels on screen will be generated by a neural network. Nvidia is touting 4x upscaling with DLSS 2.0. Not to worry, just pick the lowest resolution for best performance, and the highest resolution for the best quality. If your output resolution is set to 1080p or 4K, the three resolutions available to choose from will differ from those listed above. The lower the resolution, the worse the fidelity of the final image-but also the lower the load on the GPU, ergo greater performance. Each value effectively represents one of the tiers: 1280x720 is equal to Performance, 1484x835 is Balanced, and 1706x960 is Quality. These are then upscaled to your output resolution through the magic of AI and DLSS.
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With an output resolution of 1440p (this will depend on your monitor resolution), we can select between three presets: 1280x720, 1484x835, and 1706x960. The three tiers still exist, they're just down as three render resolutions, which is far from intuitive. In Control the DLSS signage doesn't shine quite so bright. Once DLSS is enabled, three tiers open up: Performance, Balanced, and Quality. It's obviously signposted in Wolfenstein: Youngblood, for example. With DLSS 2.0, Nvidia has integrated that very thinking into the options menu.
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You're always going to be striking a balance between the two, as ever. That brings us onto the two main pillars of DLSS: performance and quality. Yet even an RTX 2080 can start to sweat with RTX on max at 1440p, especially when you're after 144Hz refresh rates. That's paired with an Intel Core i7 9700K at stock speeds, 16GB of DDR4-2400 memory, and a pleasingly speedy WD Black NVMe SSD.
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Never one for modesty, I've opted for an Nvidia GeForce RTX 2080 in the test rig, fit with 2,944 CUDA Cores and 368 Tensor Cores.
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Plus Wolfenstein's DLSS implementation is easy to use by comparison, a relative godsend in these times. One game offering the very best RTX implementation available today, and the other an up-to-date engine making the most of ray-traced reflections. To answer that, I've put it to the test in two of the four currently supported titles: Control and Wolfenstein: Youngblood. But really what matters most of all is how DLSS 2.0 shapes up in-game.
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