Article Image

Nvidia’s most underrated DLSS feature deserves far more attention

Nvidia's DLSS is a critical piece of modern PC gaming tech, but one feature of the suite has flown under the radar.

Since the introduction of Nvidia’s Deep Learning Super Sampling (DLSS), the company has done an excellent job getting the feature in as many games as possible. As the standout feature of Nvidia’s best graphics cards, most major game releases come with the feature at the ready.

That’s only become truer with the introduction of DLSS 3 and its Frame Generation feature, showing up in recent releases like Ghost of Tsushima and The First Descendent. But one DLSS feature has seen shockingly low representation.

I’m talking about Ray Reconstruction. It’s only available in five games, despite releasing over a year ago. It’s available in so few titles that I’d forgive you if you’ve never even heard of it. Ray Reconstruction isn’t as flashy as upscaling or frame generation, but it does wonders to improve the image quality of a game. And its absence became all too obvious on my recent adventures in Black Myth: Wukong. 

Nvidia likes to latch onto certain games as flagship releases for its graphics tech. At one point it was Atomic Heart, and at another, it was Cyberpunk 2077. For the past few months, it’s been Black Myth: Wukong, a gorgeous retelling of Journey to the West brought to life by path tracing — or, as Nvidia calls it, “full ray tracing.” Path tracing is extremely demanding, so much so that it can bring even the RTX 4090 to its knees. It’s also beautiful, bringing unparalleled realism to games like Alan Wake 2 and Cyberpunk 2077. 

Although I played both Alan Wake 2 and Cyberpunk 2077 with path tracing on, I left the feature off for my journey in Black Myth: Wukong. You can see the difference path tracing makes in the game in the video above. There’s a difference, no doubt, but it’s massively outweighed by the performance drop path tracing brings, even on an RTX 4090. The image quality difference here isn’t enough to justify the performance loss, which wasn’t the case in Alan Wake 2 or Cyberpunk 2077. 

It’s not the game’s fault — it’s the lack of Ray Reconstruction. Ray Reconstruction has flown under the radar for more than a year now, but Black Myth: Wukong is living proof that if more games want to experiment with path tracing, they need to back up the feature with Ray Reconstruction on PC.

In games, ray tracing or path tracing leads to a noisy image. By noise, I’m talking about the grainy bits that show up when you, for example, shoot a photo on your phone in extremely low light. Instead of bouncing endless rays for each pixel, which would be far too demanding, games take a sampling of rays for each pixel. That leads to some pixels never getting hit with a ray (the light), which makes up the digital noise you see.

That’s where a denoiser steps in. It smooths over the rough edges by filtering and blurring the area around the noisy bits to create an image that looks cohesive. That’s what Ray Reconstruction is. It’s a denoiser, but it’s powered by AI. In fact, Nvidia says it was trained on far more data than even DLSS Frame Generation. AI really makes a massive difference when applied to denoising, as you can see in the screenshots of Alan Wake 2 above.

The more you look at the image, the more details you can pick out. Denoising is like putting a filter over the hard work that path tracing is doing. It still looks better than not path tracing, but it’s not giving you the full effect. Ray Reconstruction cheats its way to showing that full effect. The reflections are clearer, the shadows are crisper, and light reflects off colored surfaces to bring life to each object in a scene. And Ray Reconstruction is able to deliver this without any performance loss — in some cases, there’s even a minor performance bump.

I love this diner scene in Alan Wake 2 because it really shows how Ray Reconstruction reproduces so many tiny details. If you want something more direct, look at Star Wars Outlaws above. It almost looks like two completely different graphics modes between the two images, but the only difference is Ray Reconstruction. Yes, it makes that big of a difference.

There’s the massive reflection in the middle of the scene, but you can see Ray Reconstruction at work in the fine details, too. The grass on the other side of the pond has better definition because of the specular highlights that show up clearly, framing each blade. In the jacket of our character, you can see soft shadows between the subtle ripples, making the version with Ray Reconstruction off look completely flat by comparison. Finally, in the leaves poking out of the pond near the bottom right of the image, you can see how Ray Reconstruction reproduces the transparency of the shallow water, which is completely lost with the feature turned off.

I’ve been spoiled with the few looks at Ray Reconstruction I’ve gotten, so much so that I went against even using path tracing in Black Myth: Wukong because the game didn’t support the feature. Each time I see Ray Reconstruction in action, it becomes more clear that it’s an essential feature for games that lean heavily on ray tracing for photorealism.

Without Ray Reconstruction, it’s like putting a puffy jacket over your fancy clothes. Your PC is doing all the hard work of tracing those rays, but the built-in denoiser is covering up the fruits of its labor. It’s a shame, too, because Ray Reconstruction, unlike DLSS Frame Generation, isn’t restricted to Nvidia’s latest GPUs. You can use it on older RTX graphics cards.

Nvidia has made it clear that Ray Reconstruction works best in games that use ray tracing heavily, so I don’t expect the feature to show up in every game. In titles like Black Myth: Wukong, however, it makes perfect sense. As more games push for heavy ray tracing implementations, I hope that Ray Reconstruction can keep pace because it unlocks why these features are so visually impressive in the first place.

The absolutely absurd idea of putting a touchscreen display on a mouse isn't exactly new. Turtle Beach already did it with its Command Series MC7, which features a 2.25-inch control screen. But apparently, even that wasn't ridiculous enough for Arctic Fox Technologies. Its new Super Mouse looks like someone took the chunky old Atari ST mouse, slapped a touchscreen and scroll wheel on it, and called it an upgrade.

The result is a rather unusual-looking mouse that is now on Kickstarter, starting at $199. And as ridiculous as it looks, some of its features are genuinely intriguing.

Apple is less than a day away from launching its highly anticipated OLED MacBook Pro with a touch-sensitive screen. But it appears that the upgrade is going to cost a pretty penny. According to a report by Bloomberg, Apple is reportedly eyeing a starting price of $2,899 for the 14-inch MacBook Pro, while the 16-inch version could start at $3,399 in the US.

"At $2,899, the 14-inch model would mark the highest starting price for a new MacBook Pro model, surpassing the $2,799 Apple charged for a 17-inch version introduced in 2006," says the report. The report claims that Apple is targeting a minimum price hike of $400 for its upcoming redesigned 14-inch and 16-inch MacBook Pro models.

I've spent a good amount of time digging into the spec sheet of the new M6 MacBook Pro (14-inch), and for all intents and purposes, this is a classic Apple "chip and connectivity" refresh. It's not a full redesign. The chassis, Liquid Retina XDR panel, speakers, ports, and battery, all of them carry over unchanged.

However, the M6 brings more cores, stronger on-device AI, higher memory bandwidth on the larger configs, and modern wireless. Here’s the practical rundown of what actually improved, and whether those gains are worth your money.