You mean to get 'better skinning'? Very interesting - need to look it up...Spider man MM uses it for body deformation
You mean to get 'better skinning'? Very interesting - need to look it up...Spider man MM uses it for body deformation
Spider man MM uses it for body deformation
AFAIK, DLSS 2 uses temporal upscaling, which means e.g. game renders frames with periodic sequences of subpixel offsets like (0.25, 0.25), (0.25, 0.75), (0.75, 0.25), (0.75, 0.75). If you combine 4 such frames, you get a correct 4K frame (but textures appear blurrier if you do not manually decrease filter sizes accordingly). This is also how TAA works. But with motion it breaks or causes unwanted motion blur, which is why TAA requires reprojection of previous frame(s) with motion vectors.Recontructing a image from 1080p to 4k with the final image looking as good if not better then native 4k is a different beast, if that can be done totally in software aswell, then yes, i can wonder why there would be hardware dedicated for it.
DLSS requires motion vectors as input. If NN was used instead of motion vectors, it could have been used in literally every game. I suspect neither optical flow or NN approximations would have enough precision to serve the task.Now i guess the ML part here is either to prevent a need for motion vectors (which are difficult to create in cases), and / or to improve AA and detail with pattern detection methods.
It has been here for a long time, it's called TAAU, the issue is that it suffers from neighborhood clipping even more in comparison with TAA in native resolution, hence the quality and detail losses are way worse.Such methods of combined TAA and upscaling exist.
Current implementation in UE 4.26 is nowhere close to DLSS.I think UE has it, and people say it's almost as good as DLSS but also more costly (hinting at least the win of tensor cores - though, that postprocess is still just fractions of frametime.)
https://blog.adobe.com/en/publish/2...st-advanced-ai-application-for-creatives.htmlNeural Filters is a major breakthrough in AI-powered creativity and the beginning of a complete reimagination of filters and image manipulation inside Photoshop. This first version ships with a large set of new filters. Many of these filters are still in the beta quality state. We’ve decided to ship them to you now so you can try them out and give feedback and help shape the future of AI in Photoshop. Neural Filters is part of a new machine learning platform, which will evolve and get better over time – expanding on what’s possible exponentially.
There were a few talks on GTC.If we had had normal GDC this year I bet there would have been a lot of talks about using ML for gaming. I saw also some game that was developed around GPT-3.
Next year's going to be a really exciting year for PC gaming. We've got RDNA3 and Ada Lovelace with the rumours of them being >2x faster the Ampere (difficult to believe) Zen4 with rumours of 25% uplift over Zen3, Alderlake with its new BIG.little design (and also rumours of massive performance uplifts), DDR5 which should at least double typical RAM capacities with much faster speed, PCIe5 (unfortunately only from Intel) and of course, DirectStorage should start seeing traction by then too.
If I can get my hands on one I think ill just grab a 3060ti to tide me over until late 2022 and then stump up for a monster upgrade.
Remember Microsoft's fractal compression used in Encarta - might be a good candidateI would love to see texture compression with neural nets,
So NN improves over the naive bounding box in color space? Makes sense.NN is used to combine two aligned frames since neighborhood clipping is the place where information loss happens with TAA.
Yeah, this would be the killer application. But did not follow. Some quick googling gave me an improvement over jpeg of about 30%, and without block artifacts.I would love to see texture compression with neural nets, research results look promising.
Oh absolutely. RDNA3 looks to be much more promising then RDNA2 ever was/is, same for Zen3 and 4 over Zen2. Im hanging tight with the 2080Ti for a good while left, had it since 2018, going to be a 4/5 year GPU/pc untill im getting complete new gaming system.
With MS focussing on PC gaming more then ever before, and sony aswell, were in for good times. Maybe the delay in able to get hardware right now only has people being forced to wait to get even better hardware down the line.
DLSS requires motion vectors as input. If NN was used instead of motion vectors, it could have been used in literally every game. I suspect neither optical flow or NN approximations would have enough precision to serve the task.
NN is used to combine two aligned frames since neighborhood clipping is the place where information loss happens with TAA.
It has been here for a long time, it's called TAAU, the issue is that it suffers from neighborhood clipping even more in comparison with TAA in native resolution, hence the quality and detail losses are way worse.
Current implementation in UE 4.26 is nowhere close to DLSS.
That's not an overguessing, but rather how the low res input image should look like when temporal part fails to accumulate any pixels. If you pay attention to the background behind the wires, you will spot quickly the dramatic difference in foliage detalization between the DLSS and clipping in TAAU.but there's a tendency for variance in scale with the neural net overguessing, making the phone wires too big and clearly aliasing a lot in motion because of it
This latter point holds true for increasing enterprise needs on ML, but not for games. NV does an experiment to test if it works to introduce new HW features together with introducing their application as well, into a market which does not request it.