Fixed a bug where VK_NVX_binary_import was advertised as supported on unsupported platforms.Added support for the VK_KHR_shader_subgroup_uniform_control_flow extension.Added support for the VK_KHR_present_wait extension.Added support for the VK_KHR_present_id extension.Fixed a bug in the Vulkan driver where individual components of barycentric inputs could not be read.Fixed a bug in the Vulkan driver where unused input attributes to a vertex shader would corrupt the interpolation qualifiers for the shader.Fixed a bug in the Vulkan driver where some Ray Tracing shaders would timeout, resulting in device loss.Please see the "GSP Firmware" chapter in the README for details. Enabled GSP Firmware by default on NVIDIA T4, A100, A30, A40, A16, A2, and several other Tesla products.This behavior can be suppressed by using the -no-busid option. Updated nvidia-xconfig to add a BusID to the "Device" section by default on systems with both NVIDIA and non-NVIDIA GPUs.This test has been made largely obsolete by GLVND. Removed the runtime loader (rtld) sanity test from nvidia-installer.Fixed a bug which caused OpenGL and Vulkan applications to generate excessive traffic over dbus while attempting to communicate with nvidia-powerd, even though nvidia-powerd was not running.Added support for the VK_EXT_load_store_op_none extension.Added support for the VK_EXT_primitive_topology_list_restart extension.Added support for the VK_KHR_shader_integer_dot_product extension.Fixed a bug in the Vulkan driver where vkCmdBindDescriptorSets would not properly handle pDynamicOffsets for compute pipelines.Fixed a bug in the Vulkan driver where unreferenced descriptor bindings were sometimes not ignored properly.Fixed a bug in the Vulkan driver where the SPIR-V Centroid interpolation decoration was not ignored when used in conjunction with FragCoord.Added support for the VK_KHR_maintenance4 extension.Added support for the VK_KHR_format_feature_flags2 extension.See the VDPAU Support appendix in the README for supported AV1 decoder profiles. Added AV1 decode support to the NVIDIA VDPAU driver.Optimized the Vulkan fullscreen presentation path for X11 and direct-to-display swapchains.Added support for the bufferDeviceAddressCaptureReplay Vulkan feature.Added support for the VK_KHR_dynamic_rendering extension.Fixed a bug in the Vulkan driver where VK_NULL_HANDLE was not properly handled as input to VkRenderingFragmentShadingRateAttachmentInfoKHR.imageView.Fixed a bug in the Vulkan compiler where 64-bit atomics were partially broken.
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I'd like to think of the new DLDSR more like a "smart" downsampler, which is aware of whats going on on screen and how to downsample the imagine better than the legacy bicubic method. They didn't try d to put it head to head at the same resolution against the normal DSR because it was never meant to beat it in terms of performance. The fps difference in their picture is because one is running internally at 2160p whilst the other at 1620p. Nvidia did not disclose what they are doing, they just said "oh yeah this uses the new tech in the rtx cards to do this" and showed us a picture where downsampling from 1620p with dldsr looks like its doing a better job at removing jagged edges against a bicubic(DSR) downsampling method going as high as 2160p. DSR is most likely a simple bicubic downsampler, whilst DL DSR has something else going on behind its curtains.
The difference between the two technologies however, is the downsampling method used. The internal game resolution(no matter if its fhd or 4k) will be 2.25 times higher. Imagine using DSR versus DLDSR both at 2.25x. Click to expand.Once you realize what DLDSR is trying to achieve, it all makes sense.