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Looks like DLSS algorithms have been worked on and actually improved rendering compared to the initial FFVX demos.3D Mark released a new video using a free camera system to simulate game camera and expose DLSS to new scenes.
The TAA is horrible in Port Royal, take it out of equation and DLSS won't be equal. Also there's few anomalies where things get really blurry in DLSS, which makes you wonder if it's DoF issue like in FFXV, does DLSS break DoF by nature in specific cases?Wrong. See Port Royal benchmark.
I don't know where got this idea of breaking DoF with DLSS, because it's not true. DoF work as intended in FF15 with DLSS.does DLSS break DoF by nature in specific cases?
The background in the car shot is blurry without AA just like with TAA, which clearly indicates that's the supposed depth look they were going for, DLSS version doesn't follow the suit. Are you saying that the game renders wrong on every other setting?I don't know where got this idea of breaking DoF with DLSS, because it's not true. DoF work as intended in FF15 with DLSS.
You shouldn't make assertions that 'DLSS is more needed on consoles' unless you can be sure it's better in quality than other options. Better reconstruction may be required (although I hear very few complaints from those gaming on PS4 Pro such as HZD) - it needs to be proven DLSS is the way to go about it.Certainly hope so cause its not near native 4k on consoles with their "effective reconstruction". Like techspot mentions, on pc that tech wont suffice.
Since 4k is harder to achieve on consoles, things like dlss are more needed there.
Is it better/more efficient than the existing very effective reconstruction techniques used on consoles? One tooted plus for DLSS was it seemed to be 'drop in' and work on any game, but that no longer seems to be the AFAICS.
The background in the car shot is blurry without AA just like with TAA, which clearly indicates that's the supposed depth look they were going for, DLSS version doesn't follow the suit. Are you saying that the game renders wrong on every other setting?
That was the benchmark, the DLSS implementation in the full game is decidedly better, and doesn't exhibit this problem. One thing about DLSS is that it's an improving algorithm.The background in the car shot is blurry without AA just like with TAA, which clearly indicates that's the supposed depth look they were going for, DLSS version doesn't follow the suit. Are you saying that the game renders wrong on every other setting?
In motion when you're playing it - is the lack of 4K jarring - or only when looking at stills in comparison tools? What are the aspects that are noticeable and how does DLSS compare? eg. Does DLSS have less dithering, or what?Hard to compare HZD since theres no native 4k comparison, other then its noticeble its not 4k
RDR2 isn't using the best possible reconstruction, or even close AFAIK. Look at this Spider Man frame. What's wrong with it that DLSS fixes?RDR2 one x 4k looks much better then the pro's IQ.
Why?DLSS has a more promising future.
The expectation is that DLSS is going to increase details in some parts of the scene, and decrease them in other parts. Learning models in general have this problem of inconsistent results.I'm pretty sure in case of that FFXV shot it's not about SSAA bringing more detail, it's about DLSS breaking DoF which happens elsewhere in the FFXV demo too.
In the very same show you can see easily from the license plate for example how much 1440p DLSS "4K" actually loses details
Color isn't likely, because the color isn't known until the pixel is rendered, and the colors of the input textures are likely to contain too much info for good performance. Colors of the lights applied to the scene are possible, though.As I understand it, this does just boil down to baked trained date per-game. They train it with low res versions and a high res supersampled versions of different frames, and that's it. I guess they use Z and Velocity buffers as well as color.
This is just a really, really bad question. Improvements in rendering these days are typically not noticeable until you see disabled vs. enabled side by side. And even then they're not visible in every scene.What's wrong with it that DLSS fixes?
What? Isn't this a post process done at the end of of the rendered frame. I feel like one of us completely misunderstood how this technology works and what it's attempting to do.Color isn't likely, because the color isn't known until the pixel is rendered, and the colors of the input textures are likely to contain too much info for good performance. Colors of the lights applied to the scene are possible, though.
It can't be done post-process, not if they're doing what I think they're doing, which is deciding when to apply or not apply super-sampling. The decision has to be made right at the start.What? Isn't this a post process done at the end of of the rendered frame. I feel like one of us completely misunderstood how this technology works and what it's attempting to do.
Not sure what you mean with supersampling.It can't be done post-process, not if they're doing what I think they're doing, which is deciding when to apply or not apply super-sampling. The decision has to be made right at the start.
Besides, if it were post-process, deep learning would be completely unnecessary. They could simply measure the scene contrast and re-sample as needed.
You're aware I'm using an upscaled image to enquire about alternative reconstruction methods, right? Vipa889 made some assertions that DLSS was better, more important for consoles, and had more room to grow. I tried to engage Vipa in a discussion to explain his thinking behind that - why is DLSS better than other consoles upscaled games? Given an example of an upscaled game, what are the issue of Insomniac's implementation that DLSS solves?This is just a really, really bad question.