英偉達最新推出的DLSS 4.5再次展示了AI超解析度技術的巨大潛力。X上有國外玩家使用R星的《荒野大鏢客2》對比了DLSS 4.5拉伸後的畫面和原版畫面,DLSS 4.5超絕的重建技術另其讚不絕口,「不得不佩服英偉達」。
DLSS 4.5 is seriously impressive and I have to hand it to Nvidia. The first picture is Red Dead Redemption 2 rendered at an internal resolution of 360p, then upscaled to 720p using the latest DLSS 4.5 with preset M. On the second picture, the game rendered at an internal resolution of 360p then upscaled to 720p using Native TAA and the third is with Anti-Aliasing turned off. The fact that this upscaling model can reconstruct so much missing details is downright incredible, the technology has come so far. However, I do feel like like this is a double-edged sword because it is going to be used as a crutch for future games to be rendered at a lower resolution to hit high framerates and skip optimization altogether. What are your thoughts?
在對比測試中,《荒野大鏢客2》僅以360p的內部渲染解析度運行,隨後通過DLSS 4.5的Preset M模式放大至720p,其畫面細節表現卻令人驚訝。相比之下,同樣以360p渲染、再分別通過原生TAA放大至720p以及完全關閉抗鋸齒的畫面,整體清晰度與細節完整性均明顯落後。
從對比結果來看,DLSS 4.5在細節重建方面展現出極強的能力。無論是場景輪廓、物體邊緣,還是遠景的層次感,AI模型都能在嚴重缺失原始像素資訊的情況下「推斷」出相當可信的畫面效果。這種從極低解析度中重建高質量圖像的能力,凸顯了DLSS技術多年來的快速進化,也再次鞏固了英偉達在圖形AI領域的領先地位。



不過,這項技術的成熟也引發了一些新的擔憂。一部分玩家和業內人士認為,DLSS正在成為一把「雙刃劍」。在帶來更高幀率和更低硬體門檻的同時,它也可能被部分廠商當作「拐杖」,讓遊戲在更低的原生解析度下運行,以此換取性能表現,卻忽視了底層渲染效率和整體優化。
總體來看,DLSS 4.5無疑是當前圖形技術的一次重大進步,其重建能力已經達到「令人難以置信」的水平。但未來如何平衡AI超分與傳統優化,將決定這項技術究竟是推動遊戲畫質與性能共同進步,還是變相降低行業對優化水準的要求,這仍有待時間和更多實際作品來驗證。
玩家留言:
It's actually insane how it can reconstruct a real face and individual blades of grass from this
I think it matters because it shows how good of a job this upscaler can do at reconstructing missing detail. When you render a game at 360p, there is a lot of missing details, if DLSS 4.5 does a good job at low resolutions, the higher resolutions will be even better.
Show it in motion. Stills are best case scenario for upscaling. DLSS 4.5 is better yes. But even 720p being scaled to 4k will be completely different in motion vs standing still. While it's better than 4.0, you will still see the noise and shimmer.






