4 ms·
This is a lot less exotic than expected.
by bangonkeyboard 5y ago
This is a lot less exotic than expected.
- thatswrong0 5y agoMy idealism for elegant solutions (that is often thwarted when I actually try to create usable programs) appreciates this.
- kaetemi 5y agoMarketing speak makes a lot of tech sound more complex, advanced, or magical than it usually is. This sadly seems to be becoming more common lately in the 3D graphics industry. (In a similar marketing trend, Nvidia's "Deep Learning Super Sampling" is more like 2x2 grid deinterlacing, not magical AI upscaling.)
- kanwisher 5y agoDLSS literally has a super computer to train models to create accurate AI models to do upscaling for games. you are horribly mistaken https://www.nvidia.com/en-us/geforce/technologies/dlss/ https://www.nvidia.com/en-us/geforce/technologies/dlss/
- pornel 5y ago2x2 deinterlacing is TAA. DLSS goes beyond that, and 2.0 really delivers to the point it looks better than TAA at native resolution.
- kaetemi 5y agohttps://youtu.be/d5knHzv0IQE?t=1240 https://youtu.be/d5knHzv0IQE?t=1240 It's still alternately rendering a 2x2 grid.
- kaetemi 5y agoDLSS is TAAU, it's still temporal, based on a 2x2 grid. 2.0 is simply a ML implementation. It doesn't upscale single frames, it doesn't add additional detail to textures. It's "temporal upscaling", which is pretty much just a fancy way of saying deinterlacing.
- pornel 5y agoIf discount the entirety of the implementation responsible for the quality improvement as "simply ML", then it is just fancy a deinterlacing indeed. Just like every ML breakthrough is just a fancy matrix multiplication. But the fact remains that DLSS 2 is friggin amazing: achieving combination of visual quality and performance that was not possible before it, and in some cases it looks even better than rendering at the native resolution. It's solving a hard problem, and does it very very well.
- kaetemi 5y agoYup, it is an impressive tech. My point is rather that most of the marketing speak makes it sound like an _impossible_ upscaling tech, rather than an impressive temporal super sampling tech. I do wonder about the "better than rendering at native", though. In true TV-set marketing fashion, DLSS 2.0 comes topped up with a free sharpening filter to make it look slightly sharper than native renders, by default.
- Jasper_ 5y agoThere is a lot of complexity here not covered by the overview, such as the way that the clustering works (the adaptive splitting like that means that we have not just a tree but a full DAG traversed by the GPU), the way the software rasterizer works (lots of careful balancing to manage the GPU well), the way that the materials are calculated on this geometry (don't have GPU derivatives accurate enough, so analytic derivatives are used instead), the interaction with the rest of the frame (decals use stencil so a lot of juggling is done to rearrange things). Heck, even the two rasterization passes to handle occlusion is pretty unobvious. The 10000ft overview is perhaps easy to understand but the details are anything but basic.