IMO if you do the comparison to TAA U - DLSS 2.2 is quite... different. It definitely does not have "all of its shortcomings".. And all they get is a form of TAAU with all its shortcomings - if they realize or not.
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IMO if you do the comparison to TAA U - DLSS 2.2 is quite... different. It definitely does not have "all of its shortcomings".. And all they get is a form of TAAU with all its shortcomings - if they realize or not.
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I take your word because can't compare myself.IMO if you do the comparison to TAA U - DLSS 2.2 is quite... different. It definitely does not have "all of its shortcomings".
I take your word because can't compare myself.
But...
In my UE5 scene TAAU looks pretty much perfect. But it's too static, i have no moving characters in.
In UE5 screenshots posted here i saw characters have jaggy edges / stairstepping, which is bad. This can be fixed and i would know how. So maybe it's still too early, because NV spends much more effort on this than any others did.
I'm convinced TAAU can give practical quality at equal performance in the end.
Even if not, i think we would see more overall profit if the 'less than 10%' die area spent on tensors would have been spent on more SMs instead.
With shortcomings i mean the requirement of motion vectors, smearing and other TA issues. DLSS has them too, even if in different situations or by showing different failure cases.
Some people think TA approaches will become generally unacceptable as display nits increase. Though i hope they're wrong about that.
In short: NV pushes a datacenter feature to gaming market, offloading related costs (also about chip development) to gamers. And all they get is a form of TAAU with all its shortcomings - if they realize or not.
In some years, eventually game developers will have found ML applications, and then tensor cores may be justified.
UE5 is not TAAU. It's a brand new scaling approach. They haven't revealed what it is.
Since DL falls under the larger ML umbrella, DLSS is an example of ML based temporal reconstruction upscaling method.That isnt the question. ML is not used for temporal reconstruction upscaling. The question should be what image quality is archievable through a ML approach.
AFAIU TSR is an improved version of TAAU and not a completely new approach:
Brand new approaches are often overrated and it rarely makes sense to throw away something that already works quite well.
Temporal Super Resolution
Nanite micropolygon geometry and the fidelity demands of the next generation of games have increased the amount of detail displayed on screen like never before. To meet these demands, we've written a Temporal Super Resolution algorithm from scratch that replaces UE4's TemporalAA for higher-end platforms.
Temporal Super Resolution has the following properties:
In Unreal Engine 5 Early Access, Temporal Super Resolution is enabled by default in your project settings.
- Output approaching the quality of native 4k renders at input resolutions as low as 1080p, allowing for both higher framerates and better rendering fidelity.
- Less ghosting against high-frequency backgrounds.
- Reduced flickering on geometry with high complexity.
- Runs on any Shader Model 5 capable hardware: D3D11, D3D12, Vulkan, PS5, XSX. Metal coming soon.
- Shaders specifically optimized for PS5's and XSX's GPU architecture.
By default, the rendered geometric detail will adapt to the rendering resolution leading to difference seen in the comparison above. However, the geometric details can optionally be tweaked to use same geometry as Native 4K rendering to reach an output a lot closer to native 4k.
It is the same thing even if they made a new one instead of improving the UE4 version is still TAAU. It needs to be seen how performant it is against DLSS at same IQ before claiming that tensor cores are useless but the problem is it is hard to have a standard for the same IQ.I suppose it's a question of semantics. Maybe it's still TAAU but rebuilt from the ground up.
https://docs.unrealengine.com/5.0/en-US/ReleaseNotes/
Oh If only anyone would have compared the two:It is the same thing even if they made a new one instead of improving the UE4 version is still TAAU. It needs to be seen how performant it is against DLSS at same IQ before claiming that tensor cores are useless but the problem is it is hard to have a standard for the same IQ.
It is the same thing even if they made a new one instead of improving the UE4 version is still TAAU. It needs to be seen how performant it is against DLSS at same IQ before claiming that tensor cores are useless but the problem is it is hard to have a standard for the same IQ.
Regarding FSR, well it has its purpose and it may be popular but it won't kill DLSS. The latter has too much going on for it without even talking about any technical merit.
The problem here is that nobody does ML on shader cores these days. It's a long foregone conclusion that you'd be getting 10X or higher performance by doing it via MM units (tensor cores or whatever). So this isn't even something which anyone is interested in benchmarking as the results are obvious.What we really need to see is potentially a variety of inferencing benchmarks on turing and ampere gpus, probably related to image processing, that compare performance running inference on cuda cores vs tensor cores. I don't know if those benchmarks exist.
It's a new TAAU with a new name. TAAU is a pretty wide term for any temporal accumulation based reconstruction approaches. DLSS2 is TAAU too btw, but done and enhanced with a number of NNs instead of shaders.UE5 is not TAAU. It's a brand new scaling approach. They haven't revealed what it is.
Not sure if you noticed but we have an ongoing UE5 thread where TSR has come up often in the discussion. It's definitely worth a read as we are fortunate to have Epic developers comment and post in the thread.In the video it seems that TSR has some artifacts with fire and hair in general (that can hopefully be mitigated as UE5 gets out of early access) but it's very hard to see a difference otherwise.
Overall IMO TSR is damn impressive and definitely good enough for actual gameplay, not staring at comparisons frame by frame.
They are looking close but something is wrong with that video. We see no perf difference between DLSS Quality and DLSS Performance and sometimes the FPS is bigger in the DLSS Quality mode, in the same scene as the DLSS Performance. Probably the same happens when TSR is on screen it is pretty hard to see the FPS counter all the time but when it is visible you can see that there is almost no increase in FPS by going to a lower upscaling mode.Oh If only anyone would have compared the two:
DLSS 2.2 vs TSR on Youtube and Imgur Image gallery
In stills DLSS seems better at resolving some finer details than TSR (just llook at the character's scarf, hair and fire in the 50% TSR vs DLSS Performance images).
In the video it seems that TSR has some artifacts with fire and hair that can hopefully be mitigated in later revisions.
Overall though, to me TSR is damn impressive and it would very hard to actually notice the differences in motion while gaming, unless that's all you're really doing.
It's Definitely a gigantic step up from UE4 TAAU, it's not even a contest:
Side-by-side 720p -> 1440p upscale TAAU vs TSR
It's definitely a much bigger jump from TAAU to TSR than it is from TSR to DLSS, particularily with loads of high-geometry detail in the background.
They are looking close but something is wrong with that video. We see no perf difference between DLSS Quality and DLSS Performance and sometimes the FPS is bigger in the DLSS Quality mode, in the same scene as the DLSS Performance. Probably the same happens when TSR is on screen it is pretty hard to see the FPS counter all the time but when it is visible you can see that there is almost no increase in FPS by going to a lower upscaling mode.