Nvidia DLSS 3.5 Tested: AI-Powered Graphics Leaves Competitors Behind

Cyberpunk 2077 Phantom Liberty screenshots
(Image credit: CD Projekt Red)

Nvidia wants to sell everyone on its vision of the future of graphics rendering. It's a compelling vision in many ways, with higher fidelity ray tracing thanks to AI enhanced visuals. DLSS 3.5 Ray Reconstruction is here, in the form of Cyberpunk 2077 2.0 and the Phantom Liberty DLC, and we've tested it and seen how it looks. It's clearly a step forward in graphics fidelity, especially if you want fully ray traced graphics. The system requirements are steep, however, and Ray Reconstruction is also completely proprietary — as in, you must have an Nvidia RTX graphics card to even give it a try.

We're at a fork in the road, in other words, and I'm not even sure there's a "correct" way forward. Nvidia has the GPUs and technologies to make noticeable improvements in gaming graphics viable. Yes, it requires upscaling, and it also benefits from frame generation. Non-Nvidia alternatives are potentially available to both of those in the form of AMD's FSR 2 and FSR 3, respectively. But Ray Reconstruction? Yeah, that's fully locked into Nvidia RTX hardware, there's no direct competitor, and I'm not sure there will ever be a direct competitor.

The graphics enthusiast in me absolutely loves what Nvidia is doing. This is cool stuff! AI-enhanced upscaling and ray traced rendering have real potential benefits (though I'm less convinced by frame generation). Nvidia isn't alone in promoting the benefits of ray tracing either: Just look to Hollywood and you can't swing a projector without hitting some ray traced special effects. But this effectively breaks competition, in the sense that AMD and Intel GPUs have no way of running DLSS 3.5.

That's not good, for a variety of reasons. At the same time, innovation often flies in the face of standards. We began down this road with the first RTX graphics cards, and Nvidia had to work with Microsoft to create a new standard. DirectX Raytracing (DXR) works for ray tracing effects, but we don't have an equivalent standard for real-time neural rendering tools. For better or worse, Nvidia is blazing trail and leaving the competition to find their own path.

While Nvidia is the market leader in PC graphics, and according to the Steam Hardware survey it accounts for 82% of the total PC market, it's not the only game in town. Specifically, besides AMD and Intel GPUs on PC — the remaining 18% — there are tens of millions of console gamers using the latest PlayStation 5 (over 40 million) and Xbox Series X (over 21 million) consoles. That means they're all using AMD GPUs, and that means games made for consoles won't have Ray Reconstruction unless the developers do extra work for the PC version.

Looking just at Nvidia's RTX GPUs, that amounts to 46% of the Steam Hardware Survey. Except, 37% of those are running either RTX 20-series or RTX 3050 or 3060 GPUs. Less than 10% of the Steam users surveyed have an RTX 3080 or faster Nvidia GPU (including all 40-series cards, which aren't technically faster if you look at the 4060-class offerings). We don't have precise numbers, but surely there are far fewer than 61 million people who own such a GPU. Even if you want Nvidia to win out, then, it's far from a done deal.

That's sort of unfortunate. Improved graphics and new technologies on the one hand, status quo graphics on the other. But the status quo also represents a win for standards and a loss for proprietary tech, and if you want competition in the GPU space going forward, maybe that's okay? Alternatively, Nvidia is forging ahead because no other company appears willing to do so. Waiting for "open" standards that would allow Ray Reconstruction to work on every GPU under the sun probably means we'd never have the tech in the first place. So we have a choice between one company's innovations, or stagnating standards for everyone.

That's a lengthy introduction to Cyberpunk 2077 Phantom Liberty and the debut of DLSS 3.5 Ray Reconstruction, but it's an important topic. Cool graphics technology that never gets used isn't much good to anyone. Cool graphics technology that locks you to a specific vendor meanwhile isn't great either. But enough about all that, let's look at the Cyberpunk 2077 2.0 update, in terms of graphics and performance.

Cyberpunk 2077 Phantom Liberty screenshots

(Image credit: CD Projekt Red)
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Jarred Walton
Senior Editor

Jarred Walton is a senior editor at Tom's Hardware focusing on everything GPU. He has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.

  • PEnns
    I guess the term "Apples to apples..." is totally lost on Jared!

    And, since you mentioned the Steam survey: It shows that, overwhelmingly, gamers don't give a rat's behind about Nvidias' latest and VERY expensive toys with their useless bells and whistles!

    And the assault here on AMD continues: For the second day in a row, those articles are literally a glossy Nvidia PR presentation.
    Reply
  • Freestyle80
    PEnns said:
    I guess the term "Apples to apples..." is totally lost on Jared!

    And, since you mentioned the Steam survey: It shows that, overwhelmingly, gamers don't give a rat's behind about Nvidias' latest and VERY expensive toys with their useless bells and whistles!

    And the assault here on AMD continues: For the second day in a row, those articles are literally a glossy Nvidia PR presentation.
    Reeeee non-AMD tech reeeeeee how dare people use it

    Worship AMD like me
    Reply
  • PEnns
    Freestyle80 said:
    Reeeee non-AMD tech reeeeeee how dare people use it

    Worship AMD like me

    Read the article, especially the Steam survey part, and then get back to us.

    You may want to read it slowly this time.
    Reply
  • -Fran-
    Thanks a lot for the analysis Jarred, but could you please do a deeper dive on image quality by comparing different levels of details?

    I have to say, after reading TPU's analysis I'm baffled at how bad RT and PT are in some scenes compared to Low settings, where it looks (subjectively, yes) better in some key aspects; ironically one of them being reflection on surfaces!

    I'll leave it here for peeps to make their own mind, but I have to say I was blown away, in a bad way, at how bad the scenes looked with it. Maybe in motion is not as terrible, but dang...

    https://www.techpowerup.com/review/cyberpunk-2077-phantom-liberty-benchmark-test-performance-analysis/4.html
    Regards.
    Reply
  • Elusive Ruse
    You know this is just a marketing schtick to sell you overpriced GPUs when only 4080 and 4090 give you viable frame rates with DLSS at 1440p.
    Reply
  • Order 66
    I will consider using this when it eventually comes to AMD gpus in ~10 years. I hate nvidia's prohibitive pricing for the 40 series and the fact that they not only have proprietary tech, but also said proprietary tech (DLSS 3 FG) is exclusive to the 40 series. Long live open standards. I know FSR isn't the best but at least it's not proprietary. I may switch to Nvidia depending on how the 50 series turns out.
    Reply
  • Amdlova
    With this show only a thing. Do you buy a nvidia only to play cyberpunk?

    That's a massive diference on other hardware =)
    Reply
  • bit_user
    @JarredWaltonGPU , I fully agree with your take. I also share your trepidation around highly-proprietary rendering technologies.

    IMO, it's not as if there can be no alternative. What I'd like to see is an open source 3D engine independently implement something conceptually similar to Ray Reconstruction that can (theoretically, at least) run on any hardware - although it will probably require some kind of deep learning accelerator, in practice (which are found in both Alchemist and RDNA3).

    I assume Nvidia has built a patent wall around this family of techniques, but perhaps there's enough room for innovation that someone can find a way around it.
    Reply
  • JarredWaltonGPU
    -Fran- said:
    Thanks a lot for the analysis Jarred, but could you please do a deeper dive on image quality by comparing different levels of details?

    I have to say, after reading TPU's analysis I'm baffled at how bad RT and PT are in some scenes compared to Low settings, where it looks (subjectively, yes) better in some key aspects; ironically one of them being reflection on surfaces!

    I'll leave it here for peeps to make their own mind, but I have to say I was blown away, in a bad way, at how bad the scenes looked with it. Maybe in motion is not as terrible, but dang...

    https://www.techpowerup.com/review/cyberpunk-2077-phantom-liberty-benchmark-test-performance-analysis/4.html
    Regards.
    It's a bit weird that there are no Ray Reconstruction tests. Unless I totally screwed up the embargo, which I admit is possible. But no...

    "September 20th, 5pm CEST, 4pm BST, 8am PDT, 11am EDT
    Review embargo for Cyberpunk 2077: Phantom Liberty is lifted.
    You may now publish written or video impressions including:
    Assets (screenshots and b-rolls) provided by CDPR
    Self-captured screenshots"

    I was a day late, in other words, while TPU provided a bunch of information but nothing on RR, which is honestly the biggest change to the graphics stuff. But then TPU also did all testing at native, no upscaling, which precludes using RR.

    Games and how they look are an interesting category of graphics. Sometimes, totally incorrect lighting can be perceived as "better" — look at the low/medium screenshots on TPU. For people used to the way rasterization looks, some scenes might be deemed more atmospheric. Add in path tracing, or even partial ray tracing, and some of those scenes end up being a lot brighter and more lit up.

    The scene in the room, looking at the window, is a great example. With path tracing, the blinds are glowing. I'm not sure if that's "correct" based on where the sun would be, but the blinds are mostly horizontal so probably it is. But instead of a dark room with most of the light coming off the desk (plus some weird aspects like the plastic sheet to the right in most non-PT renderings), you get a completely different result. The guy near the window now looks dark because there's a bright window behind him, and the wall around the window seems lit up maybe more than it should be? But maybe not, because light does some funny things.

    So-called path tracing completely reworks all of the lighting effects. But also, RT Overdrive without Ray Reconstruction still misses some things. I'd really like to see that scene with RR versus vanilla RTO to see how it changes. My general impressions of RR are that it looks universally better than the base RTO mode and adds a lot to the way the game looks. And as discussed extensively in this piece, the fact that it's Nvidia-only tech definitely has some worrying implications. But this is the most innovative take on full ray tracing that we've seen, for sure.
    Reply
  • -Fran-
    JarredWaltonGPU said:
    It's a bit weird that there are no Ray Reconstruction tests. Unless I totally screwed up the embargo, which I admit is possible. But no...

    "September 20th, 5pm CEST, 4pm BST, 8am PDT, 11am EDT
    Review embargo for Cyberpunk 2077: Phantom Liberty is lifted.
    You may now publish written or video impressions including:
    Assets (screenshots and b-rolls) provided by CDPR
    Self-captured screenshots"

    I was a day late, in other words, while TPU provided a bunch of information but nothing on RR, which is honestly the biggest change to the graphics stuff. But then TPU also did all testing at native, no upscaling, which precludes using RR.

    Games and how they look are an interesting category of graphics. Sometimes, totally incorrect lighting can be perceived as "better" — look at the low/medium screenshots on TPU. For people used to the way rasterization looks, some scenes might be deemed more atmospheric. Add in path tracing, or even partial ray tracing, and some of those scenes end up being a lot brighter and more lit up.

    The scene in the room, looking at the window, is a great example. With path tracing, the blinds are glowing. I'm not sure if that's "correct" based on where the sun would be, but the blinds are flat so probably it is. But instead of a dark room with most of the light coming off the desk (plus some weird aspects like the plastic sheet to the right in most non-PT renderings), you get a completely different result. The guy near the window now looks dark because there's a bright window behind him, and the wall around the window seems lit up maybe more than it should be? But maybe not, because light does some funny things.

    So-called path tracing completely reworks all of the lighting effects. But also, RT Overdrive without Ray Reconstruction still misses some things. I'd really like to see that scene with RR versus vanilla RTO to see how it changes. My general impressions of RR are that it looks universally better than the base RTO mode and adds a lot to the way the game looks. And as discussed extensively in this piece, the fact that it's Nvidia-only tech definitely has some worrying implications. But this is the most innovative take on full ray tracing that we've seen, for sure.
    Hence my request :)

    Regards.
    Reply