NVIDIA may have an ultra quality DLSS mode coming in the near future

NVIDIA GeForce RTX 3080
NVIDIA GeForce RTX 3080 (Image credit: Harish Jonnalagadda / Windows Central)

What you need to know

  • NVIDIA DLSS has offered gamers a way to enjoy high-resolution gameplay with less GPU strain than normal.
  • AMD has its own counter to DLSS technology in the form of FidelityFX Super Resolution.
  • NVIDIA may have another mode ready to go for DLSS to keep it competitive with AMD's FSR.

It looks like NVIDIA's not done giving gamers choices regarding how they want deep learning super sampling (DLSS) implemented in their games. Based on a find from Redditor /u/Reinhardovich, it appears an ultra-quality mode is coming to DLSS 2.0 to supplement its other options (via TechSpot).

For those of you who've missed all the hype over NVIDIA's DLSS 2.0 and AMD's FSR, here's the quick scoop. NVIDIA's tech uses AI to spruce up low-resolution visuals to make your game look good while benefiting from the performance of less-taxing hardware demands. It's a crafty technique that'll give you the visual benefits of high-resolution gameplay along with the performance benefits of low-resolution gameplay.

On the AMD side of things, FSR functions similarly to DLSS for end users, using algorithmic methodologies to achieve performance and visual enhancements in games. Though the techniques employed by AMD are different than those of NVIDIA, the end results are similar. For an in-depth read on how the two techs compare, check out our AMD FidelityFX Super Resolution vs. NVIDIA DLSS breakdown.

Here's the deal with /u/Reinhardovich's Reddit-posted revelation: While FSR and DLSS are similar, DLSS 2.0 hasn't had an ultra-quality mode. That may be set to change, based on the Redditor's find inside of the Unreal Engine 5 DLSS PDF, which lists a placeholder mode labeled "ultra quality."

Dlss Ultra Quality

Source: NVIDIA (via /u/Reinhardovich) (Image credit: Source: NVIDIA (via /u/Reinhardovich))

Again, it's clarified in-image as a placeholder, so there's no telling whether future DLSS updates will stick with it or alter the terminology. Still, placeholders only get inserted into these sorts of documents for specific reasons, so we may not be far off from finding out about new settings for DLSS 2.0.

Mind you, no amount of DLSS can override the importance of having one of the best graphics cards if you plan on doing serious gaming, so be sure to check out which GPUs we recommend (such as the RTX 3060 Ti, if you can find it in stock anywhere).

Robert Carnevale

Robert Carnevale is the News Editor for Windows Central. He's a big fan of Kinect (it lives on in his heart), Sonic the Hedgehog, and the legendary intersection of those two titans, Sonic Free Riders. He is the author of Cold War 2395. Have a useful tip? Send it to robert.carnevale@futurenet.com.

  • Things are heating up on Nvidia to justify the amount of time Studios have spent integrating DLSS into their games. As from what I've seen from the indepth testing on FSR, FSR 1.0 is on par with DLSS 2.0 in some albeit small scenarios due to just a handful of games currently supported (See Hardware Unboxed - Tim's FSR testing + review). Not to mention it's miles better than DLSS 1.0. Plus apparently it only takes one dev about an hr to implement FSR into a game ¯\_(ツ)_/¯. I hope that's true because we should see alot more titles integrate FSR. At some point a studio that has DLSS 2.0 integrated will have to integrate FSR. So, it will be interesting to the see the difference between FSR and DLSS 2.0 in the same game. In the long term, I imagine Nvidia hijacking the marketing for FSR just the like they did for Freesync / Adaptive sync displays as G-Sync Compatible.
  • If I had to assume, this will run at native resolution and upscale it further to create anti-aliasing. If this is how it will be, then it will be heavier then running at native. DLSS is great but it isn't the second coming of Jesus, there were already amazing techniques like Temporal Injection (from Insomniac) and TAAU (Unreal Engine 5) that are Superb. FSR is okay, competitive with DLSS in Ultra quality, but below that is not close, solutions like TAAU on Unreal Engine 5 are far better using lower base resolutions.
  • I personally find it ironic that historically PC gamers have criticize consoles for utilising tricks to achieve higher resolutions than they could normally handle and now it's the next coming of Jesus Christ in the PC World.