New 240p/360p resolution tests show what DLSS 4.5 can rebuild from almost nothing

DLSS 4.5 ‘AI magic’ turns 240p resolution into a ‘playable’ experience

Source: Cremieux

Gamers have been sharing comparisons of DLSS that appear to be almost fake. They drop a game to something like 240/360p, then switch DLSS on and off and see the output jump back to something that looks like a normal PC capture. In still shots, the change can be massive. A blurry blocky frame that reminds me of playing Doom in the 90s turns into sharper edges, cleaner foliage, and small scene detail that seems impossible at 240p or 360p.

It feels like magic, but DLSS is not rebuilding the image from one low-res frame. The source frame is only one input. DLSS also uses motion vectors, depth, exposure, jitter, and a slice of recent frame history that gets reprojected into the current view. That is how it “collects” extra samples over time and figures out what should stay.

Source: zWORMZ

The model can reconstruct missing parts, but it is still constrained by the game’s buffers and what recent frames contained. What these examples don’t show is that thin wires, fences, hair, and water can fall apart in motion. UI and text will look bad regardless of which DLSS profile is used if the source is just 240p.

It’s fun to see how this tech evolved from the DLSS 1 blur fest on RTX 20-series cards to what it can do eight years later. The best part is that it still works on those GPUs. Newer DLSS models can cost more to run, though, and older RTX 20 and RTX 30 cards can get hit harder by that overhead. So the FPS win is not always as big as the internal resolution numbers suggest.

Source: Cremieux via Tom Warren , zWORMZ