Game: DLSS Quality significantly slower than Game's Own at 100% and 67% render resolution (RTX 5090, v2.2.0-rc.1) #263
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MagicBeanDev/Longshot#263
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Longshot version
Hookshot v2.2.0-rc.1
Channel
Release candidate
What kind of problem
Low fps or stutter
What happened
[COMPILED AND HEAVILY ASSISTED WITH THE HELP OF CHATGPT]
In Hookshot v2.2.0-rc.1, NVIDIA DLSS Quality consistently delivers substantially lower performance than the game's own upscaler, even when both use the same nominal 67% internal render resolution.
More notably, Game's Own at 100% render resolution maintains approximately 80 FPS, while DLSS Quality at 67% averages only 64 FPS. AMD FSR 3.1 Quality also provides virtually no average-FPS improvement over Game's Own at 100% in the tested scene.
My initial observation was that Game's Own at 100% also appears noticeably sharper than the lower-resolution alternatives, raising a question about their performance-to-image-quality tradeoff.
I performed repeated CapFrameX benchmarks and separate Vulkan GPU pass-timing captures to investigate.
This report focuses on performance and static reconstruction quality. Previously reported ghosting and motion artifacts are tracked separately in #2511.
System information
006e7dfeBenchmark methodology
MsBetweenPresentsframe-time data.Test A — Game's Own 100% vs. DLSS/FSR Quality
Each result is the arithmetic mean of three independent captures.
Observations:
Test B — Matched nominal 67% rendering resolution
These are single-run measurements per configuration.
Observations:
The DLSS and FSR diagnostic logs explicitly confirm 2560×1440 input and 3840×2160 output. The Game's Own 67% figure is based on the selected in-game setting.
Vulkan GPU profiling investigation
I performed three additional sessions using:
RX_VK_PASS_TIMING=1For comparison, the following table uses the last 12 profiling reports from each configuration, representing 7,200 presented frames per mode.
Notable profiling result
The most significant difference appears in GPU time between named rendering spans.
DLSS reports approximately 4.18 ms/frame in this category, compared with 0.39 ms for Game's Own and 0.76 ms for FSR.
FSR's reconstruction work is explicitly categorized by the profiler, accounting for approximately 0.40 ms/frame across seven named FSR GPU spans.
The DLSS-specific time is not similarly isolated. It appears principally in the unclassified interval between named spans.
Additionally, the normal replay statistics report CPU-side
memory synctime around 5 ms/frame under DLSS, considerably above the approximately 1–2 ms/frame seen with the other configurations.These results suggest that the DLSS/NGX rendering and synchronization path deserves investigation. However, the unclassified GPU time cannot be attributed exclusively to DLSS inference or any specific defect without further profiling.
The pass-timing instrumentation itself introduces additional overhead and synchronization. Therefore, these values are used to identify possible bottlenecks, not as direct substitutes for the uninstrumented CapFrameX frame-time measurements.
Static image-quality comparison
[Image Quality Comparison]
Screenshots will compare:
All images are captured at 3840×2160 output resolution, from the same camera position, using the same sharpening configuration.
Initial subjective observation: Game's Own at 100% appears sharper than DLSS/FSR Quality. The screenshots are intended to allow independent evaluation of static detail, edge reconstruction, and softening.
I am not presenting these static screenshots as evidence of temporal ghosting or motion artifacts, as those concerns are already covered by existing reports.
Expected vs. observed behavior
Expected: Lowering rendering resolution should reduce the underlying rendering workload. DLSS and FSR introduce their own reconstruction costs, so higher FPS is not guaranteed; however, their relative performance and resulting image quality should provide a useful tradeoff.
Observed: In the tested scene, DLSS Quality produces substantially less FPS and higher GPU power consumption than Game's Own at 100% rendering. FSR Quality offers virtually no average-FPS advantage over Game's Own at 100%. Native reconstruction also remains faster in the matched-resolution experiment.
It would be useful to determine whether this behavior is an expected consequence of reconstruction costs, an integration/synchronization limitation, or an optimization opportunity.
Questions for maintainers
memory synctime a downstream consequence of longer GPU work, or potentially a separate bottleneck?Supporting evidence
Hookshot_upscaler_benchmark_evidence.zip— original CapFrameX JSON captures, calculated per-run metrics, and the three corrected GPU profiling logs.Related report: #2511 — Upscaler availability, ghosting, lines, and graphical artifacts.
The intention of this report is to provide reproducible performance measurements and profiling evidence, rather than assume the upscaler implementations themselves are defective.
Where in the game
Kokiri Forest, Standing
How often
Every time
Graphics card and driver version
NVIDIA GeForce RTX 5090, NVIDIA 621.24
CPU, RAM and operating system
AMD Ryzen 7 9800X3D, 32 GB DDR5-6400, Windows 11 Pro, build 26200
Changes from the defaults
Sampler cache: On (default: Off)
Robust buffers: Off (default: Auto)
VRAM budget: 11 GB (default: Auto)
V-Sync: Off (default: Auto)
Fullscreen: On (default: Off)
Game frame rate cap: Uncapped (default: 60 (the console's))
Frame pacing: On (default: Off)
Sharpness: 100% (default: 0%)
Output resolution: 3840x2160 (native) (default: 2048x1152 (game's))
Aspect ratio: 16:9 (monitor's) (default: 4:3)
longshot_log.txt
.
Screenshots or video
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