Cyberpunk 2077 introduces a brand new DLSS setting called DRS or Dynamic Resolution Scaling

Dynamic Resolution Scaling is a new DLSS mode that dynamically switches from DLAA native rendering in small increments to maintain the desired performance.

1 minute & 40 seconds read time

Patch 2.11 for Cyberpunk 2077 and the Phantom Liberty expansion went live recently, bringing several fixes to the game, including a few visual updates. Although not mentioned in the full release notes, the update also adds a new NVIDIA DLSS settings called DRS or Dynamic Resolution Scaling to sit alongside the Quality, Balanced, and Performance modes.

Cyberpunk 2077 introduces a brand new DLSS setting called DRS or Dynamic Resolution Scaling 03

The various DLSS modes refer to the rendering resolution as a percentage, where Quality at 4K means AI upscaling from 1440p and Performance at 4K means AI upscaling from 1080p. The new DRS mode is about maintaining a target frame rate, where the resolution that DLSS is upscaling from dynamically changing to ensure a minimal performance loss.

It's an exciting new addition as it means DLSS will be able to dynamically switch from DLAA's native rendering to lower resolutions in much smaller increments, with Redditor 'skyj420' posting that they witnessed native 1440p drop to just 1420p to maintain the target frame rate set of 45 FPS.

In this example, the Redditor noted that scaling down to 90% of native rendering at 1440p was something you wouldn't notice, and this only happened during visually intensive locations like Dogtown, the new zone, or the Night City district added in Phantom Liberty.

It's a pretty exciting addition because it means more GeForce RTX owners will be able to make use of DLAA and not have to switch between DLSS Quality, Balance, and Performance - as long as a target frame rate or, say, 45 FPS or 60 FPS is met. "This tech rocks," 'skyj420' adds, with many users sharing the same sentiment.

There are some things to note: DRS doesn't work with Path Tracing as a lot of ray tracing quality is determined by resolution, so having this dynamically change regularly could lead to artifacts. Also, DRS is applied before Frame Generation - so the target frame rate applies to DLSS 2 Super Resolution.

It'll be interesting to see if this becomes a staple part of DLSS going forward (it should be) and if NVIDIA will formally announce the new setting and option in this week's DLSS round-up. Stay tuned.

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Kosta is a veteran gaming journalist that cut his teeth on well-respected Aussie publications like PC PowerPlay and HYPER back when articles were printed on paper. A lifelong gamer since the 8-bit Nintendo era, it was the CD-ROM-powered 90s that cemented his love for all things games and technology. From point-and-click adventure games to RTS games with full-motion video cut-scenes and FPS titles referred to as Doom clones. Genres he still loves to this day. Kosta is also a musician, releasing dreamy electronic jams under the name Kbit.

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