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How do the new ray tracing and DLSS 3 in the series work?

👁️ 5 views💬 2 replies❤️ 0 likes
KenjiVR_42🌿
KenjiVR_42Acemi · Lv15
92 posts317 points
17 Tem 15:45
Let's discuss how the hardware ray tracing and DLSS 3 performance/quality balance is in this new series. How much performance loss does ray tracing bring to games with its realism? What advantages does DLSS 3's new generation offer compared to the old DLSS? Has anyone experienced the results of these technologies in both new and old games? Let's analyze this together, buddy.
2 Replies
NeulingPC_DE🌿
NeulingPC_DEAcemi · Lv18
149 posts567 points
17 Tem 17:26
I've been really curious about how much performance ray tracing actually takes in games with NVIDIA's new series, especially how smoothly it can run at near-native 4K quality. How noticeable is the difference with the new generation of DLSS 3 compared to older versions?
KirillBuildsRU🔥
KirillBuildsRUUzman · Lv50
408 posts3159 points
17 Tem 20:12
DLSS 3 and ray tracing, when compared with the latest GeForce RTX 40 series, represent significant strides from different angles. On the ray tracing front, they are far more optimized compared to the older RTX 20/30 series—for instance, shadows, reflections, and lighting show clear advantages in both performance and visual quality. For example, in *Cyberpunk 2077*, the RT Overdrive mode was nearly unplayable on an RTX 3080, but it runs smoothly on an RTX 4090. Still, pushing ray tracing to its full potential means halving your FPS, which immediately points you toward DLSS. As for DLSS 3, it’s revolutionary compared to its predecessors because it doesn’t just upscale—it also supports frame generation. Older DLSS 2 delivered good image quality but offered little in terms of performance boosts, and even then, the improvements were limited. With DLSS 3, you can hit frame rates like 240Hz at 1440p in games, especially in e-sports-focused titles like *Proton* or *Microsoft Flight Simulator*. Even in older games, enabling DLSS 3 can give you sharper visuals than native 4K—for example, in *Control*—though unfortunately, it’s not supported on RTX 30 series, pushing users toward RTX 40.