Game development presentations - a useful reference

NVIDIA just posted the complete research covering DLSS4 frame generaion, denoising and upscaling.


Interesting tidbits and numbers:
DLSS4 is designed extensively around FP8, and also around on chip memory on Ada and Blackwell.
In DLSS 3's Frame Generation, a single 4K frame could be generated (thus doubling the frame rate) in around 3.25ms on a GeForce RTX 4090. In contrast DLSS 4's Multi Frame Generation, each of the three new frames (a quadrupling of the frame rate) can be generated in around 1ms on average on a GeForce RTX 5090 at the time of launch.
One might think it is trivial to simply render UI at higher frame rates to completely solve UI interpolation, but there are many cases where UI can be attached and move along with world space objects, such as names floating on top of NPCs or bullet meters on guns. Rendering these at higher frame rates would require ticking the simulation logic on the CPU at the same rate, adding significant computational overhead and necessitating deeper engine integration. This approach often exacerbates CPU-bound scenarios rather than alleviating them. Therefore, designing the AI network to interpolate UI robustly becomes a critical component in ensuring smooth and visually coherent experiences in real-time applications.
 
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It would be nice to see a similar breakdown for FSR4. All we know that it is some kind of "hybrid model".

Agreed. The Nvidia article was actually quite informative and much more detailed and technical than typical marketing content. Would be nice to see something similar for FSR 4 though I imagine many of the challenges outlined by Nvidia apply there too. Would be interesting to see where AMD has taken a different approach and how they’re thinking about denoising, caching etc too.
 
I don't know exactly if there will be videos, but Microsoft will have several panels at GDC 2025:

DirectX State of the Union: Raytracing and PIX Workflows

When: Thursday, March 20th 9:30am-10:30am
Gain essential insights into the latest DirectX features to accelerate your projects and optimize your development process. This session will spotlight enhanced raytracing capabilities that boost both performance and visual fidelity, including an exclusive look at an impressive demo from Remedy Entertainment that showcases these advancements in action. The DirectX team will also introduce updates to PIX, featuring improved data visualization tools, a refined API, and an upgraded user interface to streamline development workflows. Additionally, we’ll showcase the latest advancements in work graphs and mesh nodes with a new demo highlighting progress made in the last year.

Advanced Graphics Summit: Cooperative Vectors and Neural Rendering

When: Monday, March 17th, 9:30–10:30 AM
Cooperative vectors, an exciting new feature coming to Direct3D and High-level Shader Language (HLSL), will revolutionize real-time graphics by enabling seamless integration of ML inferences directly into the graphics pipeline. Join this session to discover how DirectX is going to help us all build the future of neural rendering and stay tuned for the cooperative vectors preview release in April!

Advanced Graphics Summit: GPU Work Graphs: Towards GPU-Driven Games (Presented by AMD)

When: Monday, March 17th 2:40pm-3:40pm
Last year, the DirectX team introduced work graphs support, and this year AMD is taking it to the next level with an in-depth look at how GPU work graphs are redefining GPU programmability. Join this session to explore the latest AMD research and see practical examples of how you can integrate work graphs into your own projects today!

Advances in RTX (Presented by NVIDIA)

When: Wednesday, March 19th 9:00am-10:00am
The DirectX team will join NVIDIA to talk about DirectX’s role in enabling the new paradigm of neural rendering across the industry via cooperative vectors, including an exclusive look at our roadmap for the release of cooperative vectors.

RTX Neural Shading: Practical Techniques and Applications (Presented by NVIDIA)

When: Wednesday March 19th 12:30pm-1:30pm
The DirectX team will join NVIDIA to explore practical techniques for leveraging Direct3D’s Cooperative Vectors for Neural Shading: a set of cutting-edge techniques that incorporate small neural networks into the traditional rendering tasks, such as replacing complex shading calculations with a neural approximation or using neural networks to compress textures.

 
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