CDPR's The Witcher 3 now supports a community-modded rendering method that adds a new level of image fidelity. This is a significant update because it shows us how the dual pass neural reconstruction method can make old games look as good as a live-action TV show. This means that players with high-end GPU will now be able to experience near real-photorealistic lighting and shadows at 1440p resolution.
Modded dual-pass rendering boosts visuals but causes object displacement during fast movement
The key element in this improved image quality is a modded implementation of this method, dubbed as DLSS 5 dual pass processing. This method uses a dual pass of neural network reconstruction to improve the shadows and reflections in each frame. It is tuned for the flagship RTX 4090 GPU, which has the power to compute the additional processing.
- DLSS Mode: DLSS 5 Dual Pass
- Resolution: 1440p
- GPU: GeForce RTX 4090
- Performance: >70 FPS
When tested with RTX 4090 at 1440p resolution, it is observed that the game now has a frame rate exceeding 70FPS. And from the player test report, it seems that the detailed lighting effects in real world scenarios are now near real-photorealistic quality. The report says that if you compare it to Netflix live action series, they are completely in the same league in terms of visual quality. So it does validate that the method can deliver high-end graphics on current flagship hardware.
The drawback of this dual rendering method is its stability. When the camera is moving very fast or the character is running, the screen has very obvious object displacement effects. Also, you will see visual glitches because of AI predicted errors in the reconstruction process. We had covered the latest update of The Witcher 3 last time, and we saw some similar themes of balance and stability.
With this demo, we can see the potential of using dual pass reconstruction method to improve game visuals. It delivers high frame rate and high-quality lighting effects with RTX 4090. But you will have to live with visual instability when there is a fast movement. It's a glimpse of what future rendering can be like, although with some current problems.



Discussion
0 comments
Log in to join the thread with a thoughtful take, question, or correction.