r/nvidia

▲ 0 r/nvidia

Wireview Pro 2 Wired or a flat PSU upgrade?

Decided to secure a 5090/9800X3D prebuild and was curious of whether the WVP2 is the preferred option, or a 1200w Safeguard Platinum PSU?

For some reason, they only included the MSI MAG A1000GSL in the build and I feel that needs some breathing room anyways (emailed to see if upgrading was something they offer prior to processing/shipping out the order.) If the higher wattage PSU has safeguards in place, just getting this would probably be the better move (higher wattage, and safeguards) but figured I’d ask.

Plan is to undervolt anyways, but want to remain careful.

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u/jcp42877 — 3 days ago
▲ 5 r/nvidia

Framegen 2x with high base fps

Does anyone have experience with 2x framegen with competitive fps games where you already reach 200+ fps without framegen? So then you would get 400+ fps for high hz monitors.

How is the latency and motion blur?

EDIT: I have a 5080 + 9300x3d and my main game is the Finals. I currently have 200+ fps on with 4k dlss perf, and i have a 240hz monitor. So i was wondering if a 500 hz 1440p monitor would be beneficial. Ofcourse i wont reach 400-500 hz on the finals without framegen even on 1440p.

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u/ibracadabra02 — 4 days ago
▲ 19 r/nvidia

Rtx 4080 super or rtx 5070 ti

Just found a great deal for both rtx 4080 super or etc 5070 ti. I have no idea what option to choose, I think they are both great cards, but can you give me a help? For reference, the deal that I have now is that the rtx 5070 ti is cheaper than the rtx 4080 super.

Update: the deal on the rtx 5070 ti got disabled, but the etc 4080 super is coming for 750€, do you think it's a food offer? Also I can find rtx 4070 super for around 650€

Right now, my setup has a rtx 2060, i7 9700k, 32gb RAM

Thanks for help!

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u/Its_Kyure — 4 days ago
▲ 5 r/nvidia

4K DLSS 4.5 Ultra Performance Preset L + Ray Reconstruction (F) - is it that good?

Hi, everyone! Is DLSS 4.5 Ultra Performance really that good? I've looked through previous Reddit posts about DLSS 4.5 Ultra Performance, and some opinions seem surprisingly positive, although some people aren't impressed. I've also watched several YouTube benchmarks recently, and many creators seem impressed with the image quality and consider it a playable experience.
One of my biggest concerns is how good 4K DLSS Ultra Performance actually is compared to 1440p DLSS Quality, with Ray Reconstruction enabled as I'm going to use it only in Path Tracing games.

How I would use each resolution:
4K: DLSS Ultra Performance + Ray Reconstruction (F) in path tracing games as it gets me more than 60 fps and online FPS games for maxing the frame rate. For games without path tracing, I'd use DLSS Quality or Performance, depending on how demanding they are.
1440p: DLSS Quality or Balanced in every game, since it gives me at least 60 FPS even with path tracing.

Curently I am on a 1080p monitor and trying to decide between 1440p or 4k monitor.

TL;DR: Is 4K DLSS UP + RR (F) better than 1440p DLSS Q or B + RR?

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u/Russo_3 — 3 days ago
▲ 451 r/nvidia

This game is absolutely stunning with path tracing.

Some screenshots I took. I was able to configure path traced hair on my 4080 Super and in some scenarios it’s pretty subtle, but then in scenes like in the first screenshot where you have light from a fire glowing onto Geralt’s hair. It makes such a huge difference.

u/AnabolicSpudsmann — 5 days ago
▲ 2 r/nvidia

Looking for some help with Dynamic Multi Frame Gen

Hi I’ve been to setup Dynamic Frame Gen in Arc raiders with limited success.

So have a 200Hz monitor that is G-sync compatible (not official G-sync) when i have v-sync off and no frame cap in nvidia control panel and set in-game to Dynamic it works perfectly but overshoots the 200fps limit of my monitor going all the way up to 260/270+ at times.

When i cap my monitor to 190Hz and V-sync forced on in Nvidia control panel Dynamic frame gen just gets locked a 6x and wont get any lower.

The game runs fine when i just set it to 2x but sometimes the frames drop a little lower than my 190fps cap so that's why i wanted to test Dynamic rather than just setting it to 2x or 3x.

Also in the nvidia app i noticed you cannot set Arc Raiders to Dynamic and limit the framerate cap like i can with other games (Crimson Desert).

Just wondering if anyone else has had strange issues trying to get it to work like i have had.

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u/supernoodles2011 — 3 days ago
▲ 185 r/nvidia

DLSS 4.5 vs FSR 4 and Intel XESS 2 in The Witcher 3 Remastered- the gap is bigger than expected.

Judging by the linked tests, DLSS 4.5 Performance can look better than FSR 4 Quality.

With these kinds of tests - tests that contain a movable image slider between both versions - it's easy to see how impressive DLSS 4.5 can be compared to technologies like FSR 4 and Intel XESS 2.

Implementation matters obviously, but in my opinion - atleast in The Witcher 3 - DLSS 4.5 looks like it's five years ahead and it's the only technology I'd actually use without feeling like I miss out on something. The other two simply soap up the image quality too much.

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u/neoxx1 — 5 days ago
▲ 197 r/nvidia

I got DLSS 5 Neural Rendering running at almost twice the FPS of the stock version (OptiScaler fork, v1.2 out now)

For the past few weeks I've been working on my own fork of OptiScaler (built on top of Dagherbou's OptiScaler_DLSSNR) with one goal: make DLSS 5 Neural Rendering actually playable. If you've tried it, you know the problem. It looks great, but out of the box the model runs on every single frame at full resolution and costs around 13 ms per frame on my 4070. In The Last of Us Part I that takes me from 80 FPS down to 42.

The main idea behind my version is pretty simple to explain, even if it took a lot of work to get right. Instead of running the model on every frame, I let it run once every few frames and reuse what it changed on the frames in between. That means the change itself, not the picture: the game still renders every frame fresh. Each pixel gets checked against depth, color and a small "fingerprint" of the scene before the reused edit is applied, so things that move without motion vectors (debris, papers, hands) don't drag ghost trails behind them.

Version 1.2 just went up, and this is the update I'm most happy with. There's a new x8 preset where the model only runs every 8th frame, before the upscaler, at half the render resolution. In The Last of Us Part I at 1440p on a 4070, that gets me 80 FPS against 39 for stock DLSS 5. DLSS 5 ends up costing under a millisecond per frame. Frame times are also much more even than with a plain "every 8 frames" setup, which was honestly the thing that bothered me most when playing.

If you care more about image quality than raw FPS, the other presets are still there. Performance runs at about 70 FPS in the same scene. There's also a new Strong preset that gives you the two-pass look for the price of one. On top of that, this release adds anti-ghosting for long intervals, gets rid of the light pulsing you could notice every time the model kicked in, and adapts how often the model runs to how fast the camera is moving. Every new feature can be switched off from the menu or the ini, so if something bugs you, turning it off gives you the old behaviour back.

I also tested it against the other DLSS 5 forks I could find (ShyVortex's PreSR-Multipass and F5's DetailReuse build), on their fastest settings. I came out about 14% ahead of the fastest one in The Last of Us and about 5% ahead in Control. To be fair, these are numbers from my own machine and two games, measured with the built-in benchmark that ships with the mod, so take them as a starting point rather than gospel. I'd genuinely love to see results on other cards.

A couple of practical things. NVIDIA's model file (nvngx_dlssnr.dll) isn't included, you need your own copy. It's DX12 only for the reuse part, and it works best in games that go through DLSS Super Resolution. The installer picks a free DLL name so it won't overwrite anything, and there's an uninstaller that puts everything back. If you use Prism, it will pick up the new version automatically.

One heads-up: if you're running a ReShade add-on that forces multi-frame generation on a 40-series card, and your game crashes with a GPU timeout, try disabling that add-on first. I ran into this myself in Cyberpunk.

Download and full changelog are here: https://github.com/Skynizz/optiscaler-dlss5/releases/tag/v1.2.0

or you can download directly from my Prism software : https://github.com/Skynizz/Prism/releases/tag/v1.3.0

If you try it, let me know your GPU, the game and which preset you used. Feedback from the last thread is a big part of why this version exists, so keep it coming.

u/skyniz56 — 5 days ago
▲ 1.3k r/nvidia+2 crossposts

The size difference is crazy

5090 Founders edition vs Gigabyte Gaming OC 5090

u/Jenna_AI — 10 days ago
▲ 209 r/nvidia

Path traced Hair is genuinely impressive (The Witcher 3 Remastered)

This is HW ON vs HW ON with Path Traced Hair

u/PhantomFoxZ — 12 days ago
▲ 84 r/nvidia

Did Nvidia push out an OTA update for The Witcher 3 - Remastered?

The game seems to perform much better with path tracing now.

Also, the game now appears in the Nvidia app.

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u/thefuqyouwant — 12 days ago
▲ 12 r/nvidia+1 crossposts

Deshrouded 5080 Gigabyte Gaming OC Part 2

Hey all,

I've posted this last year: https://www.reddit.com/r/nvidia/comments/1lodhj1/deshrouded_5080_gigabyte_gaming_oc/ and finally got around finalizing the design. I'm terrible at CAD so I had Claude help me design a proper adapter plate to mount the fan to the heatsink instead of zip-ties.

Instructions and model files can be found here: https://github.com/aartrost/RTX-5080-Gaming-OC-Noctua-fan-mod.

After assembly you can dial in the fans with https://getfancontrol.com/. The middle fan is the loudest and least effective so set it to an offset of ~-15% or more. I can run a 400w workload all day without the fans needing >50% making the system whisper quiet.

u/aartr — 8 days ago