3 ms·
Not really, DLAA and the current incarnation of DLSS are temporal techniques, meaning all of the detail they add is pulled from past frames. That's an approach
by jsheard 3y ago
Not really, DLAA and the current incarnation of DLSS are temporal techniques, meaning all of the detail they add is pulled from past frames. That's an approach which only really makes sense in games where you can jitter the camera to continuously generate samples at different subpixel offsets with each frame.
The OP has more in common with the defunct DLSS 1.0, which tried to infer extra detail out of thin air rather than from previous frames, without much success in practice. That was like 5 years ago though so maybe the idea is worth revisiting at some point.