26 ms·
>They've probably grafted a lot of tapping points to video driver to be able to implement this. They didn't mention using anything else than output frames and
by garaetjjte 5y ago
>They've probably grafted a lot of tapping points to video driver to be able to implement this.
They didn't mention using anything else than output frames and G-buffers.
- bayindirh 5y agoI'm not an expert in graphics programming but I don't think that accessing G-Buffers of an application and grafting your ML based post processor into the pipeline is exactly trivial. From my point of view it's only possible by either engine provided tapping points, or you tap the processing pipeline at the driver level directly. I'd love to be corrected if I'm wrong, BTW.
- garaetjjte 5y agoYou need to hook into game process, but it's nothing too hard. Either patching game binary in right place to funnel pointer to needed buffers to your DLL, or hooking something like D3D11 OMSetRenderTargets and doing some clever guessing which one of buffers this is. Doing this at driver side wouldn't make any difference, as driver doesn't have any extra semantic info what the buffer is used for anyway.