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NVIDIA DLSS 3.5 and Half-Life 2 RTX announced

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Today NVIDIA announced DLSS 3.5 further enhancing Ray Tracing and Half-Life 2 RTX was also announced. So let's go over the details.

Firstly Half-Life 2 RTX is being built by the community. Four top Half-Life 2 modding teams have come together including the people behind Half-Life 2: VR, Half-Life 2: Remade Assets, Project 17, and Raising the Bar: Redux under the banner of Orbifold Studios. They've been given access to the latest RTX Remix and they're rebuilding materials with Physically Based Rendering (PBR) properties, adding extra geometric detail via Valve’s Hammer editor, and leveraging NVIDIA technologies including full ray tracing, DLSS 3, Reflex, and RTX IO.

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You can see a lot more in the NVIDIA announcement. The project also has a dedicated website. Like previous RTX remasters, it will probably not have Native Linux support but will be playable with Proton.

The other big one is NVIDIA DLSS 3.5 that NVIDIA say features "Ray Reconstruction, a new AI model that creates higher quality ray-traced images for intensive ray-traced games and apps". It is trained with "5x" more data than DLSS 3, and recognises more ray-traced effects that NVIDIA say allow it to "make smarter decisions about using temporal and spatial data, and to retain high frequency information for superior-quality upscaling". So basically put it's supposed to continue making ray-tracing look better, while also giving you potentially better performance.

You can see an example of it below with Cyberpunk 2077 and below that is a Tech Talk with NVIDIA VP of Applied Deep Learning Research, Bryan Catanzaro:

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See more about DLSS 3.5 here.

Additionally the previously released Portal with RTX will also be getting an upgrade to use DLSS 3.5 "later this fall", along side an update to the NVIDIA RTX Remix used for it that improves performance and the quality of path tracing for older graphics cards.

Article taken from GamingOnLinux.com.
Tags: FPS, Misc, NVIDIA, Upcoming
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20 comments
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TheRiddick Aug 23, 2023
Quoting: Guestthanks nvidia for not backporting dlss 3+ to my rtx 2000 series gpu, it is a good lesson for me, to never buy nvidia gpu again

It's due to new hardware components more so then anything else. I do hope FSR3 can work on 20 series cards in some fashion.
jeisom Aug 23, 2023
Why are there comments about vendor lock-in. This should work just fine on an RDNA2 or newer gpus, if be a bit slower. RT is part of the vulkan standard afterall.

This looks really cool. Hopefully it is more performant the CP2077 rt overdrive.
F.Ultra Aug 23, 2023
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Quoting: Guestthanks nvidia for not backporting dlss 3+ to my rtx 2000 series gpu, it is a good lesson for me, to never buy nvidia gpu again

AFAIK some aspects of DLSS3 works on all rtx cards including the 2000 series, and that includes the new Ray Reconstruction in DLSS3.5, it is "only" frame generation that requires the 4000 series (see the table 1.21 into this video):

https://www.youtube.com/watch?v=aIF91ThXDr8

Quoting: Luke_Nukem
Quoting: Linux_RocksMan, Quake II RTX has native Linux support. Why can't this or Portal? Half-Life 2 and Portal already have native Linux versions. I don't know how modding works internally. But doesn't that automatically help make it possible? </3

Because it is using RTX-remix, it's not being done in source code.
Ah so it's based on the special version of the game and not the common one, well that makes sense.


Last edited by F.Ultra on 23 August 2023 at 1:03 pm UTC
Mohandevir Aug 23, 2023
Quoting: jeisomWhy are there comments about vendor lock-in. This should work just fine on an RDNA2 or newer gpus, if be a bit slower. RT is part of the vulkan standard afterall.

The problem is DLSS. I much prefer an open source standard like AMD FSR whenever I can:

"DLSS 3 is exclusive to Nvidia's “Ada Lovelace” RTX 40-series graphics cards"

Thus, vendor lock-in. Keep in mind that much of that new stuff about RTX is tied to DLSS 3.5.


Last edited by Mohandevir on 23 August 2023 at 1:22 pm UTC
jeisom Aug 23, 2023
Quoting: Mohandevir
Quoting: jeisomWhy are there comments about vendor lock-in. This should work just fine on an RDNA2 or newer gpus, if be a bit slower. RT is part of the vulkan standard afterall.

The problem is DLSS. I much prefer an open source standard like AMD FSR whenever I can:

"DLSS 3 is exclusive to Nvidia's “Ada Lovelace” RTX 40-series graphics cards"

Thus, vendor lock-in. Keep in mind that much of that new stuff about RTX is tied to DLSS 3.5.

The developers is welcome to implement both FSR and DLSS and DLSS isn’t required for the RT. It just looks better upscaled than with FSR. NVidia claims they don’t limit that. AMD on the other hand... DLSS3 only added frame generation. If NVidia implemented DLSS across platforms it would look alot like XESS. Looks good on 1 platform and so-so on everything else. Then they’d get shit for “degrading” it on competing platforms. Maybe FSR3 will look better than FSR2 and still work everywhere. We will see.
Mohandevir Aug 23, 2023
Quoting: jeisom
Quoting: Mohandevir
Quoting: jeisomWhy are there comments about vendor lock-in. This should work just fine on an RDNA2 or newer gpus, if be a bit slower. RT is part of the vulkan standard afterall.

The problem is DLSS. I much prefer an open source standard like AMD FSR whenever I can:

"DLSS 3 is exclusive to Nvidia's “Ada Lovelace” RTX 40-series graphics cards"

Thus, vendor lock-in. Keep in mind that much of that new stuff about RTX is tied to DLSS 3.5.

The developers is welcome to implement both FSR and DLSS and DLSS isn’t required for the RT. It just looks better upscaled than with FSR. NVidia claims they don’t limit that. AMD on the other hand... DLSS3 only added frame generation. If NVidia implemented DLSS across platforms it would look alot like XESS. Looks good on 1 platform and so-so on everything else. Then they’d get shit for “degrading” it on competing platforms. Maybe FSR3 will look better than FSR2 and still work everywhere. We will see.

AMD FSR runs everywhere and is open source. No need for an ultra expensive RTX-4000 gpu. That's my point. DLSS 3 is limited to the tensor cores on these Nvidia GPU (vendor lock-in). Not AMD FSR that goes as far back as the RX 500 series and works with Intel and Nvidia too. I use it on my GTX980m laptop, atm. Yes, you may use RTX with AMD FSR 2 or DLSS 2 on other GPUs (including RTX 3000 and older), but performances will tank. All of what this article is about will be moot. Have you tried Portal RTX on such hardware? It sucks! Even on GeForce Now. So yeah, my point stand. Not going to pay for that. I have a founders edition of GeForce Now for 60$/year (I own an Nvidia Shield). I'm going to keep it and when Nvidia will update it's servers to RTX 4060 (actually RTX 3060), I'll benefit from it, on my Steam Deck.

Anyway, for my part, RTX is no game changer. It helps create awesome still frames in optimal conditions, but while driving, running and being shot at, in the likes of CP2077, these optimal conditions are rarely met. I seldom stop a game to wonder about the RTX thing... In fact I'm always wondering if there is that much of a difference. We were good without it. There was other ways of getting awesome lighting effects that didn't drain the GPUs that much. When all considered, not enough added value, imo.


Last edited by Mohandevir on 23 August 2023 at 5:32 pm UTC
Purple Library Guy Aug 23, 2023
Quoting: Mohandevir
Quoting: jeisom
Quoting: Mohandevir
Quoting: jeisomWhy are there comments about vendor lock-in. This should work just fine on an RDNA2 or newer gpus, if be a bit slower. RT is part of the vulkan standard afterall.

The problem is DLSS. I much prefer an open source standard like AMD FSR whenever I can:

"DLSS 3 is exclusive to Nvidia's “Ada Lovelace” RTX 40-series graphics cards"

Thus, vendor lock-in. Keep in mind that much of that new stuff about RTX is tied to DLSS 3.5.

The developers is welcome to implement both FSR and DLSS and DLSS isn’t required for the RT. It just looks better upscaled than with FSR. NVidia claims they don’t limit that. AMD on the other hand... DLSS3 only added frame generation. If NVidia implemented DLSS across platforms it would look alot like XESS. Looks good on 1 platform and so-so on everything else. Then they’d get shit for “degrading” it on competing platforms. Maybe FSR3 will look better than FSR2 and still work everywhere. We will see.

AMD FSR runs everywhere and is open source. No need for an ultra expensive RTX-4000 gpu. That's my point. DLSS 3 is limited to the tensor cores on these Nvidia GPU (vendor lock-in). Not AMD FSR that goes as far back as the RX 500 series and works with Intel and Nvidia too. I use it on my GTX980m laptop, atm. Yes, you may use RTX with AMD FSR 2 or DLSS 2 on other GPUs (including RTX 3000 and older), but performances will tank. All of what this article is about will be moot. Have you tried Portal RTX on such hardware? It sucks! Even on GeForce Now. So yeah, my point stand. Not going to pay for that. I have a founders edition of GeForce Now for 60$/year (I own an Nvidia Shield). I'm going to keep it and when Nvidia will update it's servers to RTX 4060 (actually RTX 3060), I'll benefit from it, on my Steam Deck.

Anyway, for my part, RTX is no game changer. It helps create awesome still frames in optimal conditions, but while driving, running and being shot at, in the likes of CP2077, these optimal conditions are rarely met. I seldom stop a game to wonder about the RTX thing... In fact I'm always wondering if there is that much of a difference. We were good without it. There was other ways of getting awesome lighting effects that didn't drain the GPUs that much. When all considered, not enough added value, imo.
I've always assumed the appeal of RTX was mostly on the developer side. Presumably it's simpler--rather than come up with various tricks to get the lighting to look good, probably even tweak them scene by scene, you just define the light sources and the surfaces (which you would be doing anyway I think) and it happens. Of course so far that's irrelevant because as far as I know there are no ray-tracing only games, and just adding an option can't make anything simpler.


Last edited by Purple Library Guy on 23 August 2023 at 6:24 pm UTC
sarmad Aug 23, 2023
Quoting: Linux_RocksMan, Quake II RTX has native Linux support. Why can't this or Portal? Half-Life 2 and Portal already have native Linux versions. I don't know how modding works internally. But doesn't that automatically help make it possible? </3

Because it's using RTX Remix, which is a tool nVidia built specifically for DX9 (Yes, only DX9, not DX10 or above, not Vulkan, not OpenGL). It sits between DX9 and the driver and on the fly replaces commands/assets with RTX enabled ones. It's designed to enable adding RTX to retro games WITHOUT touching the game's code. So the game having a Linux port doesn't matter because they are not actually touching the game's code at all.
Mohandevir Aug 23, 2023
Quoting: Purple Library Guy
Quoting: Mohandevir
Quoting: jeisom
Quoting: Mohandevir
Quoting: jeisomWhy are there comments about vendor lock-in. This should work just fine on an RDNA2 or newer gpus, if be a bit slower. RT is part of the vulkan standard afterall.

The problem is DLSS. I much prefer an open source standard like AMD FSR whenever I can:

"DLSS 3 is exclusive to Nvidia's “Ada Lovelace” RTX 40-series graphics cards"

Thus, vendor lock-in. Keep in mind that much of that new stuff about RTX is tied to DLSS 3.5.

The developers is welcome to implement both FSR and DLSS and DLSS isn’t required for the RT. It just looks better upscaled than with FSR. NVidia claims they don’t limit that. AMD on the other hand... DLSS3 only added frame generation. If NVidia implemented DLSS across platforms it would look alot like XESS. Looks good on 1 platform and so-so on everything else. Then they’d get shit for “degrading” it on competing platforms. Maybe FSR3 will look better than FSR2 and still work everywhere. We will see.

AMD FSR runs everywhere and is open source. No need for an ultra expensive RTX-4000 gpu. That's my point. DLSS 3 is limited to the tensor cores on these Nvidia GPU (vendor lock-in). Not AMD FSR that goes as far back as the RX 500 series and works with Intel and Nvidia too. I use it on my GTX980m laptop, atm. Yes, you may use RTX with AMD FSR 2 or DLSS 2 on other GPUs (including RTX 3000 and older), but performances will tank. All of what this article is about will be moot. Have you tried Portal RTX on such hardware? It sucks! Even on GeForce Now. So yeah, my point stand. Not going to pay for that. I have a founders edition of GeForce Now for 60$/year (I own an Nvidia Shield). I'm going to keep it and when Nvidia will update it's servers to RTX 4060 (actually RTX 3060), I'll benefit from it, on my Steam Deck.

Anyway, for my part, RTX is no game changer. It helps create awesome still frames in optimal conditions, but while driving, running and being shot at, in the likes of CP2077, these optimal conditions are rarely met. I seldom stop a game to wonder about the RTX thing... In fact I'm always wondering if there is that much of a difference. We were good without it. There was other ways of getting awesome lighting effects that didn't drain the GPUs that much. When all considered, not enough added value, imo.
I've always assumed the appeal of RTX was mostly on the developer side. Presumably it's simpler--rather than come up with various tricks to get the lighting to look good, probably even tweak them scene by scene, you just define the light sources and the surfaces (which you would be doing anyway I think) and it happens. Of course so far that's irrelevant because as far as I know there are no ray-tracing only games, and just adding an option can't make anything simpler.

The only 100% raytraced games (not even sure) I know of are Quake RTX and Portal RTX... 25 and 20 years old games on which they patched RTX. Like I said, performances are meeh, at best if you don't own an RTX 4000 gpu. No gpu can handle 100% RTX on any modern AA or AAA games. No wonder why they used old titles as RTX demos... Caviar on Kraft Dinner! Why not Nethack RTX?!
wvstolzing Aug 24, 2023
Quoting: Mohandevir
Quoting: Purple Library Guy
Quoting: Mohandevir
Quoting: jeisom
Quoting: Mohandevir
Quoting: jeisomWhy are there comments about vendor lock-in. This should work just fine on an RDNA2 or newer gpus, if be a bit slower. RT is part of the vulkan standard afterall.

The problem is DLSS. I much prefer an open source standard like AMD FSR whenever I can:

"DLSS 3 is exclusive to Nvidia's “Ada Lovelace” RTX 40-series graphics cards"

Thus, vendor lock-in. Keep in mind that much of that new stuff about RTX is tied to DLSS 3.5.

The developers is welcome to implement both FSR and DLSS and DLSS isn’t required for the RT. It just looks better upscaled than with FSR. NVidia claims they don’t limit that. AMD on the other hand... DLSS3 only added frame generation. If NVidia implemented DLSS across platforms it would look alot like XESS. Looks good on 1 platform and so-so on everything else. Then they’d get shit for “degrading” it on competing platforms. Maybe FSR3 will look better than FSR2 and still work everywhere. We will see.

AMD FSR runs everywhere and is open source. No need for an ultra expensive RTX-4000 gpu. That's my point. DLSS 3 is limited to the tensor cores on these Nvidia GPU (vendor lock-in). Not AMD FSR that goes as far back as the RX 500 series and works with Intel and Nvidia too. I use it on my GTX980m laptop, atm. Yes, you may use RTX with AMD FSR 2 or DLSS 2 on other GPUs (including RTX 3000 and older), but performances will tank. All of what this article is about will be moot. Have you tried Portal RTX on such hardware? It sucks! Even on GeForce Now. So yeah, my point stand. Not going to pay for that. I have a founders edition of GeForce Now for 60$/year (I own an Nvidia Shield). I'm going to keep it and when Nvidia will update it's servers to RTX 4060 (actually RTX 3060), I'll benefit from it, on my Steam Deck.

Anyway, for my part, RTX is no game changer. It helps create awesome still frames in optimal conditions, but while driving, running and being shot at, in the likes of CP2077, these optimal conditions are rarely met. I seldom stop a game to wonder about the RTX thing... In fact I'm always wondering if there is that much of a difference. We were good without it. There was other ways of getting awesome lighting effects that didn't drain the GPUs that much. When all considered, not enough added value, imo.
I've always assumed the appeal of RTX was mostly on the developer side. Presumably it's simpler--rather than come up with various tricks to get the lighting to look good, probably even tweak them scene by scene, you just define the light sources and the surfaces (which you would be doing anyway I think) and it happens. Of course so far that's irrelevant because as far as I know there are no ray-tracing only games, and just adding an option can't make anything simpler.

The only 100% raytraced games (not even sure) I know of are Quake RTX and Portal RTX... 25 and 20 years old games on which they patched RTX. Like I said, performances are meeh, at best if you don't own an RTX 4000 gpu. No gpu can handle 100% RTX on any modern AA or AAA games. No wonder why they used old titles as RTX demos... Caviar on Kraft Dinner! Why not Nethack RTX?!

Screenshot of ZORK on the left on a 80x24 terminal with bitmap fonts ... on the right, a subtly blurred semi-transparent terminal, rocking full-on ligatures on a scalable font. RTX ON/OFF baby.
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