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Mods: Consider creating a *spawn thread* for console related "Shader Based Image Reconstruction" techniques not using Nvidia's DLSS (tensor core) methodology.
Mods: Consider creating a *spawn thread* for console related "Shader Based Image Reconstruction" techniques not using Nvidia's DLSS (tensor core) methodology.
True, if MS can provide a decent AI reconstruction process for the S that would be ideal. However, AFAIK there has been no indication that MS will do anything other than support DirectML.
My point was more that the S doesn't seem to be capable of running DLSS style model at all. Its simply too slow. The X on the other hand is fast enough, if only barely. That could lead to some really awkward market segmentation issues for Microsoft. The S is supposed to be a 1440p version of the X, but give the X the advantage of ML upscaling and the gap between them becomes much, much harder to bridge.
To put it into context, I just learned the S is only a 4 TFLOP GPU, significantly less than the 1660Ti which nvidia launched without Tensor cores on account of it not being fast enough for them to be of any use. A single frame upscale on the S should take around 15ms!
So either Microsoft would need a vastly more efficient model than DLSS to make it feasible, or far more likely, it'll never happen, which in turn casts doubt on it seeing the light of day on the X either.
DLSS started as ML solution actually, 1.0 was using tensor cores, the approach was different however.DLSS started as a shader implementation
if you go to the end of the video he talks about playground games using forza 3 using ML upscaling.
Here DF did some math
Rtx 2060 has 103.2 INT-8 Tops and render time would be 2.5MS
Series X would be 49 INT-8 tops and render time would be 5MS with them assuming similar near linear scaling.
The question is how about inter 4 ? Will that be enough to do it and will the series s have enough to make it worth while
DLSS 2 is great but if i'm buying a $300 piece of hardware i wouldn't even mind Fidelity FX Cas+ sharping.
its a mix of different upscaling methodsI'm not able to watch the videos at the moment as I'm on a limited connection, but are they talking about the Microsoft Direct Learning demonstration? If so that's using Nvidia's DLSS model and hardware.
Except if int 4 is double the rate of INT8 then if its usable for a DLSS type program for the X it only need 2.5ms and for the 3 it would be 7.5 ms. That would put it right back in the ball park of being worth while to useYes this is what my own analysis is based on. if the X is 5ms and the S has 1/3rd the throughput then the S would be 15ms. Obviously way too slow for 60 fps where you only have 16.6ms for the entire frame. 30fps might make it worthwhile but ht enet benefit would be very small, if it exists at all.
INT4 is just double INT8 rate on both RDNA2 and Turing as far as I'm aware so the end result would be the same. I'd say Microsofts only route to a ML upscaling solution on the S is to produce a model that's significantly more efficient than DLSS, and I'm not sure how possible that is with their current hardware within the timescales of this generation.
I mean on a $300 all in piece of hardware yes 1440p with Fidelity FX CAS + sharping or even at 1080p it be a great value imo. I would l rather spend the $200 more and $500 in total to get something native 4k . However for many that $200 is bank breaking.As someone who thinks native 1440p with good TAA offers near perfect image quality I would have to agree. especially if playing on a TV rather than a monitor.
Except if int 4 is double the rate of INT8 then if its usable for a DLSS type program for the X it only need 2.5ms and for the 3 it would be 7.5 ms. That would put it right back in the ball park of being worth while to use
I may be misremembering but I think @nAo used a logluv format to pack HDR info into a 32bpp RGBA format for a PS3 era game.Devs surely can find a use for int 4/8 in some graphics and/or compute work outside of AI no?
It wasn't really doing math in int4/8 though, but storing the results in buffer with int8/channel.I may be misremembering but I think @nAo used a logluv format to pack HDR info into a 32bpp RGBA format for a PS3 era game.
A generation is a long time. This is really infancy to see ML in games. Once it happens maybe more will pile in. But the challenge is getting things done in less than 1-2 milliseconds. That’s not particularly easy. You got dlss at 2ms. If you have AI or other things, how many actors on the screen etc need to run their AI. Like say driving games, more cars = more AI being run. It will eat up your budget very fast.Devs surely can find a use for int 4/8 in some graphics and/or compute work outside of AI no?