This video is a paid promotion for Nvidia. In it, I investigate Ray Reconstruction - which is DLSS 3.5's trick to preserve more information from path-traced scenes. Intel 13900K, Geforce 4090, 64 GB DDR5 5600 Mhz RAM 0:00 - Raw Rays 1:28 - Denoisers 2:34 - Reflections 3:32 - Framerate comparison 3:51 - Lots of rays 4:14 - Not so many rays 4:44 - Drawbacks and how to overcome them 5:06 - Ray VS path tracing? 6:05 - How are things meant to look? 8:05 - Global Illumination 9:01 - Ambient Occlusion / shadows 10:22 - Motion artifacts 11:01 - Why call it DLSS 3.5? 11:40 - Conclusion
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