NVIDIA has published its DLSS 3.5 SDK, paving the way for the next generation of Super Sampling enhancements within games and applications.
A few hours ago, I was tipped by one of our readers that NVIDIA has added the first DLSS 3.5 and Ray Reconstruction libraries over at its public GitHub domain. So we checked them out and as of just 14 hours (at the time of posting this article), the DLSS Super Sampling SDK 3.5.0 and required docs are indeed available. The libraries include multiple DLLs for Windows and Linux platforms & these DLLs can be easily swapped with the existing DLSS 3.1 using the DLSS Swapper tool made by Beeradmoore aka Brad.
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The release comes a day after AMD unveiled its FSR 3 technology which also features interpolation and frame generation capability. But the thing that makes DLSS 3.5 fundamentally different from AMD’s FSR 3 is that DLSS 3.5 is an extension of DLSS 3 which already introduced the two elements, frame generation and frame interpolation. The technology has already gotten better with its DLSS 3.1 revision and DLSS 3.5 aims to further enhance the ray tracing capabilities through a new tech called Ray Reconstruction.
On a technical level, AMD’s FSR 3 would be the competitor to DLSS 3/3.1, not DLSS 3.5 which is far more advanced in the things it’s made to achieve. DLSS 3 itself has a far bigger adoption rate than DLSS 2 and is already featured in a range of titles whereas AMD has so far only promised two AAA title support for 2023 (Fall) and at least 10 more titles coming in 2024. AMD did announce that its HYPR-RX technology will enable fluid motion frame enablement across DX11/DX12 games but that will only be limited to Radeon RX 7000 GPUs and utilizes RSR over FSR which may have a slight bit of an impact on the visual quality of the game.
This is the exciting because only a tiny fraction of players will get to try it.