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{"id":3095158,"date":"2021-04-06T15:46:00","date_gmt":"2021-04-06T13:46:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/outriders-dlss_im_ueberblick_performance-spruenge_und_bildqualitaet\/3095158"},"modified":"2024-04-22T07:09:38","modified_gmt":"2024-04-22T05:09:38","slug":"outriders-dlss_im_ueberblick_performance-spruenge_und_bildqualitaet","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/outriders-dlss_im_ueberblick_performance-spruenge_und_bildqualitaet\/3095158","title":{"rendered":"Outriders – DLSS im \u00dcberblick: Bildqualit\u00e4t und Performance-Spr\u00fcnge"},"content":{"rendered":"Die PC-Version von Outriders unterst\u00fctzt nicht nur das 3D-Screenshot-Tool Nvidia Ansel, mit dem sich das Spiel sogar im Einzelspieler-Modus pausieren l\u00e4sst, sondern auch Nvidia DLSS, sofern eine RTX-GPU im Rechner ihre Arbeit verrichtet. Nvidia versucht den Leistungssprung durch DLSS auf folgender Grafik zu illustrieren – mit dem Fokus auf 4K-Aufl\u00f6sung und der DLSS-Einstellung “Leistung” (Performance) mit unterschiedlichen Grafikkarten.

\"Quelle:<\/figure>
Wie die Performance-Spr\u00fcnge in 1440p und je nach Qualit\u00e4tseinstellung bei DLSS ausfallen, haben wir genauer unter die Lupe genommen. Die Steigerung der durchschnittlichen Bildwiederholrate in einer vier Minuten langen Action-Passage (ohne Zwischensequenzen oder Ladebildschirme) liegt bei 26 Prozent, wenn man DLSS auf der Einstellung “Qualit\u00e4t” nutzt und mit der gleichen Passage ohne DLSS vergleicht. Nutzt man DLSS auf “Ultra-Leistung”, dann steigt die fps-Rate um fast 60 Prozent, wobei die Einstellung “Ultra-Leistung” eigentlich eher f\u00fcr die 4K- oder 8K-Hochskalierung vorgesehen ist.



DLSS ist ein KI-gest\u00fctztes Upscaling-Verfahren und kann es – vor allem auf den Einstellungen “Qualit\u00e4t” und “Ausgewogen” – weitgehend problemlos mit der Bildqualit\u00e4t “ohne DLSS” aufnehmen. Bizarrerweise sind manche Objekte nach der Hochskalierung und der KI-Nachbearbeitung sogar sch\u00e4rfer als auf dem Ausgangsbild ohne DLSS. Bei “Performance” und vor allem bei “Ultra-Performance” sieht man aber schon Artefakte, Fehler oder flackernde Elemente, z.B. bei Gitterstrukturen oder scharfen Schatten.

Auf den folgenden Bildern k\u00f6nnt ihr etwaige Artefakte und Unsauberkeiten beim Rendering bzw. bei der Hochskalierung erkennen. Das erste Bild ist der Referenz-Screenshot, der in 1440p ohne DLSS erstellt wurde. Aus diesem Ausgangsbild wurde dann ein Bereich ausgeschnitten (ca. 620×560 Pixel) und um 200 Prozent vergr\u00f6\u00dfert, um die Qualit\u00e4t gewisser Elemente besser beobachten zu k\u00f6nnen. Danach wurde der gleiche Ausschnitt mit DLSS “Qualit\u00e4t” und DLSS “Ultra-Performance” ebenso als Screenshot festgehalten.

\"Das<\/figure><\/div>
[GUI_600SCREENSHOT(setid=90697,id=92638692,linktext=Um 200 Prozent vergr\u00f6\u00dfter Ausschnitt mit DLSS auf Qualit\u00e4t. Das Gitter links unten zeigt sauberere Linien, aber leichte Punkt-Artefakte nach der Hochskalierung.)]
[GUI_600SCREENSHOT(setid=90697,id=92638671,linktext=Um 200 Prozent vergr\u00f6\u00dfter Ausschnitt mit DLSS auf Ultra-Performance. Das Gitter links unten zeigt sauberere Linien, aber gr\u00f6\u00dfere Punkt-Artefakte nach der Hochskalierung.”>
","protected":false},"excerpt":{"rendered":"

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