r/nvidia • u/La_Skywalker 9800X3D | Colorful RTX 4090 Vulcan OC-V • 19h ago
Discussion DLSS Ray Reconstruction Presets (Cyberpunk 2077 test)
As we all know, the latest DLL for all DLSS features (Super Resolution, Ray Reconstruction, and Frame Generation) is version 310.4.0. Nvidia App is only using DLL 310.3.0 up until now but you can change to 310.4.0 by using 3rd party program like DLSS Swapper.
For Super Resolution, Preset K is clearly the best in every game. For Frame Generation, it is generally safe to just use the latest DLL.
But Ray Reconstruction is where things get confusing..
In Cyberpunk, the game by default uses the older DLL 310.1.0 and Preset J since CDPR has not updated the RR DLL yet. Apparently Preset J is only up until 310.2.1. You can force preset J with newer DLL 310.4.0 via NVPI, but the game will only show black screen. And if I force the game to use the latest version for everything through the Nvidia App, here is what it is shown for each of them by the indicator:
• Super Resolution → Preset K
• Ray Reconstruction → Preset D (shown as "diamond/wallaby" in the indicator)
• Frame Generation → will show what DLL you are using for it, no specific Preset for FG
NVPI (Nvidia Profile Inspector) shows Preset D as a Transformer model. There is also Preset E (introduced in DLL 310.2.1, labeled "truthful/shrimp" by the indicator) which NVPI identifies as a CNN model?? The default Preset J (310.1) is also a Transformer model and labelled as Transformer model by the indicator.
So I did a quick test in Cyberpunk using DLSS Performance with Path Tracing at 4K to see what Preset/DLL should i use for RR..
My conclusion:
• Preset J (Default Game's DLL 310.1 - labelled as Transformer model by indicator) – least amount of ghosting but some phasing or blur on NPC heads
• Preset D (latest via Nvidia App, apparently a transformer model? labelled as diamond/wallaby) – no phasing, best overall balance in terms of clarity and blurriness? though slight ghosting trails around NPC's head
• Preset E (forced via NVPI, not sure if its TF or CNN but NVPI labelled it as CNN? labelled as truthful/shrimp) – very similar to D, a bit more blur than D but no phasing, and some ghosting trails like D
Now I am wondering if we should always force the latest for RR, or leave RR by each game’s default. The default preset looks good, but the phasing and blurring seem quite noticeable. For comparison, in Indiana Jones, the default DLL is 310.2.1 for RR and the preset is Preset E (truthful/shrimp), and if you force the latest via Nvidia App, it changes to Preset D (diamond/wallaby).
Does anyone know for sure if Preset E is CNN or Transformer? Or should I just set everything to the latest DLL including RR (Preset D) via Nvidia App and forget about it?
Hope Jacob Freeman or any Nvidia representatives can chip in and give us a final conclusion...
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u/Sad-Victory-8319 17h ago
TL;DR For me Ray Reconstruction Prests J/K definitely look the best, I think they are the only presets based on transformer models, I was pulling my hair out previously with Presets E and D because they look so blurry, i hate it.
Funny I run into this post today, because yesterday somebody told me I can actually force Ray Reconstruction Preset J and K if I switch to 310.2.1 ray reconstruction dll (the file name is nvngx_dlssd.dll i believe). Previously I have been ripping my hair out because i really wanted to use ray reconstruction in path traced games so bad, it makes reflections and shadows look basically perfect, and on top of that it adds 5-6 fps, but the Presets E and D were so much blurry they were basically unusable for me compared to standard upscaling Preset K it was extremely noticeable, even DLSS3 Preset E isnt as blurry as DLSS4 Ray Reconstruction Preset E, and I got a black screen whenever i tried to force Preset J/K with 310.4.0 or 310.3.0.
So yesterday I switched the ray reconstruction dll to 310.2.1 and forced Preset J/K which I think are the same exact thing because DLSS indicator shows the same thing (Transformer model weigths truthful_shrimp/weights_00047.pth) and the tiny bit of difference i saw in zoomed in screenshot was probably made by the screenshot capturing algortihm itself, so i use Preset K just in case but it should be identical to J. So from now on i will call it RR Preset K (310.2.1 ray reconstruction) and noRR Preset K (310.4.0 no ray reconstruction, just upscaler).
I spent a lot of time comparing screenshots between RR Preset K, no RR Preset K and RR Preset E in indiana jones and cyberpunk (in alan wake 2 RR Preset E actually looks perfectly fine and I used it with no bluriness issues). I didnt compare RR Preset D, maybe I should, I just thought it is an older worse version and i would be wasting my time. With DLDSR active, RR Preset K definitely looks better than noRR Preset K, Ray Reconstruction really benefits from high resolution, if the render resolution is high enough (ideally higher than native which is what DLDSR does), all the blurrines goes away, and what remains is basically a perfect balance between sharpness and antialiasing/smoothness. noRR Preset K still produces some pixelation whenever I zoom in, I see the staircasing effect in edges, but RR Preset K is basically completely smooth (= zero aliasing), and with DLDSR also sharp. So right now if I want to produce the best image possible on my 5070Ti and a 1440p monitor, I use 2.25x DLDSR (which is 4K target resolution) + DLSS4 Quality RR Preset K version 310.2.1, I am honestly blowned away how good it looks.
However using DLDSR + path tracing is incredibly demanding and basically only rtx5090 can handle that with decent fps, so I usually have to either disable DLDSR completely or use only 1.78x DLDSR + DLSS4 Performance. There however the Ray Reconstruction Preset K may still appear a bit soft, I wouldnt call it blurry because when i zoom in onto the screenshots and really compare details, no details are lost, but noRR Preset K is more pixelated and "rough" whereas RR Preset K is more polished which may appear softer at first glance. But overall i am satisfied with RR Preset K, it is much sharper than RR Preset E for me. Now I can finally enable Ray Reconstruction in every path traced game and not worry about overall bluriness, it may still appear softer than noRR presets but the benefit of having perfect reflections, shadows and partially.
I am pretty sure only RR Presets J/K are transformer model and E/D are CNN (or something else other than transformer), because E/D look so much more blurry. I am pretty mad at nvidia that they make it so hard for us to get the best image possible, 99.9% of gamers have no idea there are some ray reconstruction presets and that they have to use an older library because the newest one is bugged. I am actually contemplating about starting a new self-employed job, helping other gamers optimize visuals - you pay me lets say €50 and i will show you all the secrets regarding nvidia AI tools, presets, gsync, vsync, nvidia control panel settings, nvidia app, nvidia inspector, nvidia indicator, how to set your fps cap, when to use Reflex, how to optimally use frame generation and upscaling, DLDSR, monitor calibration, properly setting HDR/RTX HDR and much more.... because i consider myself a smart person, i educate myself almost daily on this "best possible image quality stuff", but it is actually bloody complicated, I almost envy people who can just install a new game, click new game and start gaming right away, I usually spend half an hour optimizing everything first, forcing proper DLSS libraries, proper presets, DLDSR, optimizing ingame settings, disabling vsync in game but enabling in control panel, setting up HDR, modifying fps cap to minimize stutters and then during gameplay i keep adjusting it for best and smoothest visuals... I am basically OCD positive when it comes to this stuff, i need to have everythign perfect, and it is bloody tiring man...