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4A Games And NVIDIA Improve DLSS In Metro: Exodus

4A Games And NVIDIA Improve DLSS In Metro: Exodus

For the launch, we looked at RTX effects and Deep Learning SuperSampling in Metro: Exodus. More about this in our article “Metro: Exodus with RTX and DLSS in the technical check”. While the Ray Traced Global Illumination provides a much more realistic representation of the lighting situation, the DLSS could not convince yet. The quality of the presentation suffers noticeably.

NVIDIA has already said that they will work at DLSS and promise improvement. Now a patch has been released for Metro: Exodus, which should contain improvements for DLSS according to the patch notes:

  • General Stability fixes
  • Optimization for Lower spec PC’s
  • DLSS fixes and improvements to sharpness
  • Fixed Wallmark vfx for DX11
  • RTX fixes and optimization
  • Added bug trap support for reporting crashes to 4A Games
  • Benchmark tool fixes

So we took more screenshots to make a comparison:

Metro: Exodus – DLSS on
Metro: Exodus – DLSS off
In the first comparison, we focus on the representation of the electricity pylon and the bridge in the background. Here are many details lost by the DLSS or the rendering in a lower resolution. The loss of sharpness is not perceived as much as in the vegetation at the foot of the electricity pylon, where DLSS provides a noticeable blur.
Metro: Exodus – DLSS on
Metro: Exodus – DLSS off
In a second comparison, the focus is again on the trees or their branches and the ground details and also here is a loss of details.
Metro: Exodus – DLSS on
Metro: Exodus – DLSS off
Third and last comparison refers to the representation of details on objects or textures in close proximity. The sharpness is lost a bit and in the background on the mast, the loss of details can be seen.

So even after the test, we are talking about a certain loss of sharpness and details. Compared to the first impression in Metro: Exodus but it actually seems to give a slight improvement. The results are transferable for DLSS in 3,840 x 2,160 and 1,920 x 1,080 pixels, but especially for 1080p there seems to be major improvements.

But we have to put the topic of blur and the loss of detail into perspective again: In screenshots and detailed views, the differences are still clearly visible. In the game, however, it is difficult to determine whether DLSS is active or not. You have to focus on specific areas and details to determine this. Once the eye has recognized the problem areas of DLSS, however, they will always be easy to spot.

Once again we want to point to the performance increase by DLSS. The GeForce RTX cards increase by up to 45% by activating DLSS. However, this depends on which combination of hardware and resolution the DLSS is to be used. In the end, it should be a matter of personal presence. Prefer to reduce the resolution and details or activate DLSS?

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