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DLSS 4.5 vs Game Engine | 4% Native Resolution - Explained!

In today’s technical deep dive on Nenad BENCH, we are pushing NVIDIA DLSS 4.5 to its absolute breaking point. I’ve modified the internal resolution scaling to just 0.2, which means we are rendering at only 4% of native 4K (approx. 432p) and upscaling it all the way back to 2160p.

The Question: Is AI reconstruction doing all the heavy lifting, or does it all come down to the Game Engine?

To achieve this extreme 4% scaling, I used DLSS Tweaks to override the standard scaling factors, forcing Preset L to see if AI can truly "hallucinate" 96% of the missing data.

The results are shocking. While Death Stranding 2 (Decima Engine) looks "crystal clear" even at these impossible settings, Crimson Desert completely collapses, showing a black screen or failing to render properly. This proves that DLSS acts like a magnifying glass for optimization, it can only work with the data the engine provides.

Video Highlights:
Death Stranding 2: A masterclass in motion vector precision and UI scaling.
Cyberpunk 2077: How the REDengine handles extreme AI reconstruction.
Crimson Desert: The moment where the engine foundation fails.
DLSS Tweaks: How I forced 0.2 scaling for this benchmark.

Test System Specs:
GPU: NVIDIA RTX 4070 12GB
CPU: AMD Ryzen 7 7800X3D
RAM: 32GB DDR5 6000MHz
OS: Windows 11

Settings: 4K Ultra / Ray Tracing Off / DLSS 4.5 [Preset L]

#DLSS45 #RTX4070 #DeathStranding2 #Cyberpunk2077 #CrimsonDesert
#DLSSTweaks

Видео DLSS 4.5 vs Game Engine | 4% Native Resolution - Explained! канала Nenad BENCH
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