NVIDIA DLSS was prematurely Enabled in F1, Resulting in Blurriness

Update: So, it turns out that DLSS was prematurely enabled by Codemasters. As per an official statement from the developer, a partially completed implementation was released in patch 1.7, resulting in the flawed image quality. The final version is being worked upon and will be released soon.

Just a quick update on yesterday’s correction to our patch notes for 1.07. We inadvertently released a partially completed integration of Nvidia’s DLSS technology in patch 1.07 which was not supposed to be enabled until a later patch. We are currently working towards enabling this in a completed state for an upcoming patch. Thanks to Nvidia for helping us in tracking down this issue.


NVIDIA made quite a big deal out of the new DLSS upscaling technique back when Turing and the RTX GPUs were first launched. Granted, it’s quite innovative when it comes to anti-aliasing and scaling technologies, but only when implemented properly. If it’s pushed out in a hurry without any vetting, the results can be quite ugly, literally. The most notable example was the DLSS implementation in Metro Exodus (which was patched later on). F1 is the first game that supports both NVIDIA’s tech as well as AMD FidelityFX that sharpens the image to improve the level of detail. However, the implementation of the former is quite horrendous. It’s even worse than how Metro looked with DLSS enabled at launch. Take a gander:


The first image is 4K DLSS while the second one is native 4K. As you can see, the former is thoroughly blurred with a significant drop in image quality and detail. In fact, it’s very close to base 1440p with TAA.


Here, again the first one is DLSS while the second one is native 4K. DLSS introduces severe aliasing and makes the image too soft. The native version is much sharper and with notably less jaggedness.


Let’s compare the images upscaled by the algorithms of the two competitors and analyze who does it better. First, let’s compare native vs FidelityFX upscaling:

FidelityFX Upscaling

While it’s not quite on par with the natively rendered image, the FidelityFX upscaling is much better than DLSS with less blur and better detail. That is especially true in case of the fence which has minute meshes. Now it’s time for FidelityFX vs DLSS:


The AMD variant is more than just a little better. There is considerably less aliasing, the details are retained well and the overall scaling is superior by a notch. The important thing to note is that NVIDIA claims that DLSS is the result of Deep Learning and SSAA done by Super Computers to improve the image quality while in case of AMD FidelityFX, I believe it’s a simple open-source technology that doesn’t need any fancy Tensor cores or supercomputers. Furthermore, FidelityFX’s actual objective is to sharpen the image and not upscale it while DLSS is aimed at the latter and yet it falls short. I expect NVIDIA to release a patch for F1 DLSS but the fact that a second game (out of 3-5) is out with a lousy implementation is rather telling.

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