Feature suggestion: supersampling through DLSS as mentioned in the DLSS Programming Guide. Perhaps adding it as a possibility through the NVIDIA App? (original) (raw)

Hello,

I have first and foremost made such a suggestion to the NVIDIA Support, just to make sure that I had read the DLSS Programmin Guide on GitHub correctly. The kind operator from Customer Care confirmed that the ‘possibility exists in theory’, then made me a proposition — to post this in the official developer forums.

We have all been recently gifted the possibility to use custom percentage targets as render resolution with DLSS activated. This is great, and I believe we’re all enjoying it. From time to time though, I feel like what NVIDIA itself described in DLSS Programmer Guide available on DLSS’ own Github page as “DLSS capability to support >100% resolution scale” has never really been implemented, and it would be awesome to have it included in the NVIDIA App just like the custom targets for DLSS <100%.

For example, let’s say I have a 1080p monitor and I’m using DLSS Quality (77%, 720p) to boost my framerate — now I want my upscaled resolution to be chosen arbitrarily, for example 1440p or 4K, then downscaling the image to my monitor’s resolution. Of course, this means that I’d get less performance, but I would have a sharper and more detailed image, that could be even better than DLAA without actually impacting performance by much.

Some of you reading this might suggest to just stick with (DL)DSR, but NVIDIA seems to kind of have forgotten about it and it doesn’t really work that well since it introduces sharpness and image artifacts and interferes with G-SYNC and Frame Generation (a feature my current GPU was heavily marketed upon). Not all game recognize the upscaled resolution, and it would serve us better to just use DLSS’ own capacity to upscale arbitrarily — it exists, according to NVIDIA’s own Programming Guide. Besides, even if (DL)DSR was perfect, I’d suggest that they can peacefully coexist and each and every user could decide which to use on a case-by-case scenario.

I second this feature, many people use DLDSR or DSR but it leads to issues using other technologies. Minus well integrate it into DLSS and allow it to downscale as well and this would be a feature add for gamers who paid for a high end graphics card but their monitor resolution (1080p or 1440p) haven’t caught up to the extra horsepower benefitted from using their nvidia GPU.

pcuser April 10, 2025, 9:16pm 3

This feature would be great as dynamic super resolution or deep learning dynamic super resolution when used with deep learning super sampling provides superior image quality than deep learning anti aliasing with better performance at the cost of higher vram usage. It would be even better if the final DLSS result was downsampled with a method similar to DLDSR. I am stuck with a 1440p OLED but with DSR I can reach 5k, 8k, or even 10k and use DLSS to minimize the performance impact. It would be great if DLSS allowed for this so even monitors that do not have DSR or DLDSR support can have better image quality. Another benefit would be avoiding the HUD being too small when using DSR or DLDSR.

hydracfw April 10, 2025, 10:53pm 4

This would be great for those of us with OLED monitors that can’t disable DSC (can’t use DLDSR)

I’d be willing to support this in my engine. People use the ‘circus method’ of using DLSS and downsampling to the monitor’s native resolution. Actual support is much better, similar to DLL injectors. The game having a proper toggle feels more professional.

As an alternative to SSAA, we need to limit its use to 3D passes, and to render UI at native resolution. This should make UI be at the correct scale. But it also implies support is invasive.

Multi-monitor setups should fall out naturally, as modern APIs can use a single swapchain for multiple monitors.

Peter “Durante” Thoman from PH3 has officially implemented DLSS supersampling in Trails through Daybreak II in a March update for the game. As he said in the patch notes, “You can actually go above 100 in our (DLSS) implementation, which is a bit silly and which I don’t think NVIDIA has a name for”. He hasn’t modified the NVIDIA Streamline SDK or developed a wrapper, so we know that the possibility is there waiting for developers to unlock it. It’d be much better if NVIDIA actually unlocked it for users altogether just like they did with arbitrary percentage targets.

I don’t know if in Durante’s implementation we also have the possibility to upscale to a higher resolution than our monitor’s, but we know for sure that DLSS supersampling is there.