Yesterday, NVIDIA launched its Game Ready and Studio 566.14 drivers. Some have noted the smaller size of the package, falling below 700 MB. After investigation by the most curious, it turns out that it is at the level of the SDK of the DLSS 3 what is the difference? First, DLSS 3 is in version 3.8.10which does not fail to create confusion with DLSS 3.5 Ray Reconstruction which benefits, for its part, from its own SDK 3.7.10 dated July 2024. In order to understand the “lightness” of the driver package, it is necessary to understand several things.
Developers can enable multiple presets of DLSS 3 profiles. We saw, some time ago, a new preset G incorporated in the Unreal Engine Editor, which appeared during the introduction of the DLSS 3 SDK 3.1.13. Basically, there are more presets or less qualitative, going from A to G, the aim of which is to prioritize either performance or the quality of the upscaling. How ? For example, by skipping the movement vectors in preset A, either by being adapted to fast games like presets C and D, or by promoting stability and avoiding ghosting like in preset E.
NVIDIA would therefore have removed all the least qualitative presets to keep only E and F, there is no mention of this G preset anywhere other than in the Unreal Engine editor. From now on, image quality and stability prevail with SDK 3.8.10 compared to the previous 3.7.20. How do developers choose the right preset? The E is for Performance / Balanced / Quality modes, while the F is for Ultra Performance / DLAA (= DLSS 100%) mode. This also means that the technology is becoming mature enough to be more general, with the algorithm being sophisticated enough to simplify the choices. Good news in itself, because it means that all the images produced will now have identical quality in terms of upscaling.