Most likely they will just use DLAA at 1080p/DLSS 720p to 1080p.
I really don't think they'll do this. DLSS is built for a 4x upscale, and the cost is the same no matter the upscale factor. DLAA seems like it would be reserved for legacy games that can already push their resolution extremely high natively.
You can tell the difference between a 2x upscale and a 4x upscale in DLSS, but it's hardly huge. In fact, I think some of the demonstrations out there kinda suck, and I've got temporary access to a machine with an A4500 (the workstation version of the RTX 3070 Ti) lemme do up some tests real quick.
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This is
Control running at 1080p. What I've done is perform some small action at native res, enable DLSS, do it again, change the internal resolution, rinse and repeat. It's the developer version of DLSS, so you see some debug information, including the name of the mode (Quality, Balanced, Performance, Ultra Performance)
I highly encourage you to NOT watch full screen. Or better yet, download and watch on your phone. Seriously, this is going to give you a much more accurate impression to how these effects are going to play on a handheld. Or, if you've got the setup, blow it up on your TV.
While on my phone, it's not until Ultra Performance mode that I notice an appreciable quality drop. Honestly, Ultra Performance continues to impress the hell out of me. It doesn't look native, but it looks... remarkably good. I could pick the differences apart on a 15 inch screen up in my face, and did when I made it. But in the fire fight, with all those effects throwing around? Great stuff, all the way down to 4x upscale.
But here is another test to explain something that I find is hard to explain. Apologies for the mouse gesturing to a frame rate overlay that didn't get captured
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What I've done here is go to a section of the game with some reflections, and turn the res up to 1440p, for a roughly 60fps update. Fire the gun a couple times. Then I turn on DLSS, plus turn RT effects up to high. I think it looks great, with the reflections off the bullet, the debris, and of course the improved reflection of the tree on the floor.
What you can't see because I screwed the capture up - the frame rates between these two sections are the same. On a medium sized screen, up close, it's a definite "some better, some worse" situation, with a small drop in visual quality (really only noticeable for me around Jesse's hair) but a spike in effects. But on my phone? Okay, honestly, I still notice the artifacting around her hair BUT, I think the second section is a marked improvement.
None of this is to say that I think this matches anything like what the Switch 2 will do - for one thing, the Nvidia frame limiter was being a bastard at me, and so the 1080p tests are running at very high frame rates (which tends to be kind to DLSS). But I do hope it helps people recognize how far these things can be pushed, and how the balancing act is more than just resolution versus frame rates.
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