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2x2 then 3x3.
How would you do the other scaling, 2x3 or 3x2? I wouldn't think they'd want to go for fractional upscaling.
If you are talking about github.com/NvRTX/UnrealEngine that has the DLSS (and caustics) branch, then all I had to do to get access was to link my Epic account with my Github account if memory serves. Definitely no manual requesting from Nvidia was required, just a bit of clicking.It is not integrated into main branch UE4. You have to request a separate branch access from Nvidia, then if you get approved they'll allow you to get it.
Probably, but with that quality I'd say it's not really doing a suitable job for 8k anyway.
Doesn't the quality depend on having enough 8k samples when you do the training? I would imagine the more generic 8k images used for training the more accurate the up-scaled image will be.Probably, but with that quality I'd say it's not really doing a suitable job for 8k anyway.
Doesn't the quality depend on having enough 8k samples when you do the training? I would imagine the more generic 8k images used for training the more accurate the up-scaled image will be.
October 15, 2020I wonder if anyone has tried to do game with similar idea as gaugan has. i.e. draw just what you would like to have and let neural network hallucinate content. "here be water, here be rocks,..." This is pretty cool
nVidia has announced more games coming with DLSS in the next months:
Mount & Blade II: Bannerlord
Mortal Shell
Xuan-Yuan Sword VII
Edge of Eternity
Ready or Not
Enlisted
Pumpkin Jack
More here: https://www.nvidia.com/en-us/geforce/news/october-2020-rtx-blockbuster-and-indie-game-update/
Marvel Avengers was updated last week. That are ~20 games with DLSS 2.x within one year.
Usually that just means the TAA implementation is from the worst end of the spectrum.DLSS actually improves image quality, and quite alot too. I think DF mentioned this in one of their videos before. Impressive, since your gaining so much performance.
Usually that just means the TAA implementation is from the worst end of the spectrum.
In this case, I can't understand why anyone would prefer the oversharpened mess of halos that's DLSS in that video. You know it has to be bad when oversharpening is obvious even in YouTube quality.
Usually that just means the TAA implementation is from the worst end of the spectrum.
In this case, I can't understand why anyone would prefer the oversharpened mess of halos that's DLSS in that video. You know it has to be bad when oversharpening is obvious even in YouTube quality.
No, but I'd imagine most people would prefer settings which don't take sharpening too far regardless of what methods are used.Should we all prefer oversharpened mess of TAA over oversharpened mess of DLSS because... wait, I don't know why.
Sure it can be better than bad TAA, but you still need to ignore all the artifacts it causes (and yes, it does cause them no matter if they pop into your eyes or not)I really don't see what you're talking about. All I see is an apparently higher resolution image. Digital Foundry and pretty much every other review I've read of DLSS all seem to agree. As long as you're not in Ultra performance mode, the image quality is as good or better than native with TAA.
No, but I'd imagine most people would prefer settings which don't take sharpening too far regardless of what methods are used.
Good news then - most modern DLSS games allow the user to control the amount of sharpening applied to DLSSed image.No, but I'd imagine most people would prefer settings which don't take sharpening too far regardless of what methods are used.