3DMark Port Royal – New official comparison video between TAA and DLSS

UL Benchmarks has released an official comparison video between the TAA and DLSS techniques that are being used in its latest real-time ray tracing benchmark tool, 3DMark Port Royal. This comparison video showcases the visual improvements that DLSS brings to the table, and we strongly suggest watching it.

As UL Benchmarks noted, this video compares the image quality of TAA and DLSS using a special version of the test that has a unique camera path that hasn’t been shared with NVIDIA. The free camera movement simulates a game where the player can move freely around the environment producing new, unique images that the DLSS model cannot possibly have seen before in its training.

DLSS is an anti-aliasing technique that all RTX series GPUs support and it’s something that makes real-time ray tracing playable on higher resolutions than 1080p. Battlefield 5 took advantage of it in order to allow RTX2080Ti gamers to play the game with RTX enabled at 2560×1440, and both Shadow of the Tomb Raider and Metro Exodus will support it.

Enjoy!

15 thoughts on “3DMark Port Royal – New official comparison video between TAA and DLSS”

  1. i’ve played Battlefield V at 1440p ultra RTX ON on a “modest” RTX2080…..and the frame rate NEVER goes under an average of 60 fps….ah yes…I have to tell that my cpu is an “old” I7 4790k @ 4700mhz too….so for me thi results are relly not bad at all!

    1. So,at least in BFV you don’t need an RTX2080 Ti to enjoy the RTX effects! and,to be frank I’ve also never noticed that bad stuttering theat all people are mentioning!

    2. That’s because people have it stuck in their minds that RTX kills performance when it was launched, which it did but now they have optimised, proven by BF5 patch, a GTX 2070 can run 1440p/60fps/RTX on high in BF5. This 1080p/30fps RTX narrative is outdated news.

      1. Lol. Dude, that’s just one game. Wait for METRO exodus and other titles, and then check what performance hit is actually going to come with RTX.

        I just hope it runs well. 4A Games will be using RTX for both Ambient Occlusion and Indirect Lighting. So this can get taxing on the hardware, imo.

  2. I found five proper comparison screenshots in an article by Andrew Burnes @ Nvidia, So I added them to this nifty site:
    screenshotcomparison(DOT)com/comparison/129766/picture:0

    Color me impressed! It’s like magic, increasing both framerates by ~45% as well as boosting image quality at the same time. Can’t wait to see what will become of DLSS in the future, when it has matured and become mainstream.

    1. I wonder how representative that screenshot is of TAA implementation as seen in most games though. We all know that TAA implementation is pretty bad in some games, i.e. noticeably blurred image quality during motion, whereas its implementation in some other games is much better.

      The screenshot there looks far more blurred than the quality of TAA I’ve witnessed in most games. I hope they’ve not deliberately made it look as bad as possible for the purposes of making DLSS appear relatively much better than it actually is. I’d like to know if 3DMark were, or ever have been, financially or otherwise assisted by Nvidia.

      In a nutshell it’s what Putin said: “Doesn’t seem very honest to compare it to what probably is the worst TAA solution I’ve ever seen”

  3. I thought the argument was TAA+1800p vs. 4K+DLSS? They are expected to give similar performance given the overhead of DLSS (it ain’t free). 1440p TAA is expected to look worse

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