Nvidia DLSS 1 and 2 antialiasing discussion *spawn*

Do companies still put all source code for specific features on just one or two servers? I'd expect more interest from Nvidia to contain the hackers leaks unless the stolen code represents minimal IP exposure.
Also, not sure it would be of use to any company since only one company is using this specific process and would be pretty easy to identify if used by other individuals/companies.
 
nVidia is light-years ahead of the competition in regards to upscaling -and for a similar performance they have NIS compared to FSR-, that's huge..., perhaps this could force them to make DLSS open source or move onto a new DLSS version with new enhancements and different source code. XeSS is going to be open source, so we shall see....

I wonder if the hackers also stole the nVidia's drivers code. That could be a bigger issue
 
GeForce 512.15 WHQL drivers bring Nvidia Image Scaling technology (NIS) in any game (guru3d.com)
In case you did not notice it, NVIDIA released GeForce 512.15 WHQL drivers, and you can now activate Nvidia Image Scaling technology in any game.
This likely is the better comparison to technologies from AMD like FSR and RSR.

Activate NIS
  • To activate the Nvidia Image Scaling function in the Nvidia Control Panel, we open it, click on “Control 3D Settings” and activate “Image Scaling”.
  • Start the game and, in the resolution, below that of your native monitor resolution. Also, put the game in full-screen mode
  • You can also activate the overlay indicator, and a text label “NIS” will appear in the upper left corner of the screen.
A green text indicator mentions that Nvidia Image Scaling is scaling and fine-tuning the game. If the text is blue, then Nvidia Image Scaling is tuning but not scaling.
 
No real good thread to post this in as it's DLSS specific per say but - https://developer.nvidia.com/rtx/streamline

Single Integration with Plugin Framework

Streamline offers a single integration with a plug-and-play framework. It sits between the game and render API, and abstracts the SDK-specific API calls into an easy-to-use Streamline framework. Instead of manually integrating each SDK, developers simply identify which resources (motion vectors, depth, etc) are required for the target super-resolution plug-ins and then set where they want the plug-ins to run in their graphics pipeline. The framework is also extensible beyond super resolution SDKs, with developers able to add NVIDIA Real-time Denoisers (NRD) to their games via Streamline.

Seems like Intel has already committed to this approach as well.

The likely reality going forward is that each vendor and therefore user of said vendor will be benefit the most from the upscaling solutions from that specific vendor regardless of the verbiage regarding solutions being agnostic. As such I can see this as actually being the best solution in providing the ease for developers to implement all vendor solutions.
 
Ghostwire Tokyo: DLSS vs. TSR vs. FSR Comparison Review | TechPowerUp
Speaking about the DLSS image quality and performance, compared to native resolution, the performance uplift at 4K and 1440p is an impressive improvement to the game, and image quality is more detailed and stable than with the TAA, TSR, or FSR solutions. DLSS 2.4 provides further improvements to ghosting issues and image stability, especially at lower internal resolutions, and an overall less blurry image. It's good to see that with each new DLSS 2.x version, the technology is evolving in terms of image quality.

Speaking about TSR, the result is the most surprisingly impressive out of the three available upscaling solutions. The developers of Ghostwire Tokyo have managed to implement TSR into their Unreal Engine 4 game, and it runs really well overall. Surprisingly, the image quality with TSR enabled is even better than their own TAA solution at a lower internal resolution. Just like DLSS, TSR deals better with thin wires or small objects by adding more detail to such objects at even 1080p resolution, and just like DLSS, it runs really well at low internal resolutions. For example, take a look at 1080p/1440p performance: DLSS and TSR are producing similar image quality. TSR is very close to DLSS, but the difference between TSR and FSR is just night and day in favor of TSR. Yes, temporal elements in the TSR pipeline make the key difference in image quality, but what's also key between TSR and FSR is that both of these upscaling solutions are available for any GPU.
 
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