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Exploring Revolutionary Gaming Technologies: DLSS, Ray Tracing, VRS and DLI

The industry of video games is on a trajectory of continuous growth, motivated by technological advancements that revolutionize the way we interact, experience and play in the digital environment. With the progress of technologygame creators and video game manufacturers hardware are in constant search for innovations, aiming to offer increasingly better experiences immersivewith stunning graphics and a gameplay higher. Among the innovations that stand out for their profound impact on the sector, technologies such as Smart Delivery, Dynamic Input Latency (DLI), Variable Rate Shading (VRS) It is DLSS (Deep Learning Super Sampling) mark their position, each one serving different aspects of the gaming experience, from optimizing content delivery to significant improvements in visual quality It is responsiveness.

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Smart Delivery

Many people still confuse Smart Delivery with backward compatibility. Although both concepts allow you to play titles from one generation to another, they offer different results.


At backward compatibilityyou play a game using all assets (textures, models, etc.) and contents of the original version. In this case, the new generation console emulates the original video game. On the other hand, with the Smart Deliverywhen you insert a previous generation disc into a new generation console, you receive a patch with all content and assets optimized for it, allowing you to play the title natively.

The process of Smart Delivery It also works in reverse. If you purchase a game from Series X that has a version for Xbox one, it is possible to play it on the previous generation console without any problems, as the system provides the appropriate patch for that platform. Hence the name “Intelligent Delivery”.

Dynamic Input Latency (DLI)

The technology Dynamic Input Latency (DLI) is a Microsoft innovation designed to optimize the gaming experience on Xbox consoles, significantly reducing the latency between the player pressing a button on the controller and the corresponding action being performed in the game. This technology is part of ongoing efforts to improve gameplay by making it more responsive, especially in games where reaction time is crucial.

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O DLI acts on the process of inputting control commands, from the moment the button is pressed until the command is executed in the game. Traditionally, this process involves several steps, from the physical detection of the button press to the processing of this signal by the console hardware, interpretation by the game software, and finally the execution of the action on the screen. Each of these steps contributes to total latency, which is the delay perceived by the player.


Microsoft has implemented improvements at each step of this process with the DLI, reducing the time of each one and, consequently, reducing the total latency. This is achieved through optimizations in the controller hardware, the console's operating system software, and the way games process input commands.

Variable Rate Shading (VRS)

The technology Variable Rate Shading (VRS) is an advanced technique of graphic rendering which optimizes the image rendering process in games and 3D applications. The central idea behind the VRS is that not all parts of a scene require the same level of detail to maintain a high-quality visual experience. Some areas of the screen, such as blurred backgrounds or fast-moving regions, can be rendered with less detail without detracting from the user's overall perception of the image. This contrasts with high-attention areas, such as character faces or interactive objects, which benefit from more detailed rendering.

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O VRS works by adjusting the amount of work graphics processing applied to different parts of the image. This is done by changing the shading rate (how often pixels are processed) in different areas of the screen. In practical terms, this means that fewer computing resources are spent on less critical areas, while areas that require greater detail receive more attention. The result is an improvement in rendering efficiency, allowing better performance or greater graphic quality, maintaining or even increasing the frame rate per second (FPS).

Ray Tracing

The technology Ray Tracing (ray tracing) of the NVIDIAoften associated with RTXis an advanced technique for graphics rendering which simulates the way light interacts with objects in a virtual environment to create extremely realistic images in real time. Before the advent of the series GeForce RTX from NVIDIA, the ray tracing it was widely considered too computationally intensive to be performed in real time in games and interactive applications, and was mainly used in film visual effects, where frames could be pre-rendered.


The process of ray tracing simulates light rays as they propagate through the environment, reflecting, refracting or being absorbed by different surfaces. It calculates the color of each pixel in the final image based on the interaction of these rays with objects in the scene, taking into account factors such as color, material and light sources. This includes complex lighting effects such as soft shadows, detailed reflections, refractions through transparent objects and light scattering.

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The technology DLSS (Deep Learning Super Sampling) from the NVIDIA is a technique of advanced rendering which you use artificial intelligence It is machine learning to produce high-quality images in real time, with a lower computational load compared to traditional rendering. DLSS is a characteristic of video cards GeForce RTX from NVIDIA, which are equipped with Tensor cores dedicated to processing AI.

O DLSS operates by resizing images of a lower resolution for higher resolutionusing a deep learning model trained. This model was trained with thousands of game images at a quality called “ground truth” or ground truth, which is extremely high in detail and visual quality. Training aims to teach the model to predict the appearance of a high-resolution image from a low-resolution image.

When activated, the DLSS takes an image rendered at a lower resolution and uses it as a base to generate a final image that appears to be of a much higher resolution. The result is an image that resembles the quality of a native high-resolution render, but with a significantly better performanceas rendering at a lower resolution requires less computational resources.


When enabled, DLSS takes an image rendered at a lower resolution and uses it as a base to generate a final image that appears to be of a much higher resolution. The result is an image that resembles the quality of a native high-resolution render, but with significantly better performance because rendering at a lower resolution requires fewer computational resources.

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Exploring Revolutionary Gaming Technologies: DLSS, Ray Tracing, VRS and DLI

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