Final Fantasy XV Gets DLSS After All, But Only In 4K

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Future development on the PC version for Final Fantasy XV had supposedly come to an end. But not in time for one last feature to ship.

If you're the owner of one of Nvidia's new RTX graphics cards, chances are you've been looking around for games to test out the real-time ray tracing features. And truth be told, there aren't many. There's Battlefield 5, and a few tech demos, but support is thin on the ground.

One game that was supposed to support some of the RTX's new tech - specifically the neural-network enhanced anti-aliasing techniques - was Final Fantasy XV. But after three-quarters of the game's upcoming DLC was cancelled, along with any future work on the PC version of the game, things didn't look good.

Fortunately, enough work had been done on the Comrades standalone expansion - which released this week - that DLSS support could be included in-game. A short announcement notes that the technique is "twice as efficient compared to" previous AA methods, although there's no figures out in the wild and I haven't had to do any testing of my own yet.

Weirdly, however, there's one requirement. If you want to use DLSS, you have to be playing the game in 4K:

If you're running at 1080p or 1440p, the DLSS option is greyed out...
... and when the resolution is set to 4K, DLSS becomes available.

I'd not seen any requirements in guides or documentation stating that the DLSS technique had to be locked to 4K, so this is an interesting one. Given that FFXV supports a max frame rate of 120fps, I can imagine a lot of users - especially those with an RTX 2070 - might want the option of DLSS running at 1440p, rather than 4K with at a lower preset.

Still, that's the way things are. I'll muck around with it over the weekend and report back. I've really wanted to playthrough FFXV fully for a while, so now's as good a time as any.


    It'd be a bit helpful to explain what DLSS actually is, or at a minimum expand the acronym at least once.

    Having a search, I gather it is a new method to fake anti-aliasing without having to calculate extra pixel data?

      It's an AI driven AA/Up-scaling technique that's pre-computed by Nvidia which can then be interpreted by RTX Cards and possibly Titan V using the tensor cores on their respective die's. Each title that supports it needs it's own special profile (DLSS for one game cannot be applied to another).

        Right, but my point is that it is producing what a trained neural network thinks an anti-aliased image would look like, rather than computing the extra sub-pixel information you'd need to properly anti-alias the image.

        It may work better than more primitive post-processing techniques, but it isn't going to add new detail.

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