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Thanks. The quality of the video above is questionable.And you can dl it here : https://developer.nvidia.com/unrealengine
Thanks. The quality of the video above is questionable.And you can dl it here : https://developer.nvidia.com/unrealengine
https://forum.beyond3d.com/threads/...g-discussion-spawn.60896/page-95#post-2200999In this case, it's the DLSS image that's noticeably dimmer compared to the original image in the results above since we're missing patches of high intensity lights on the couch and the and on the blanket if we take a closer look.
RT results are filtered in both cases - with and without DLSS, it's just that filtering in higher res space would likely introduce less bias.It is true that we don't have reference path traced results but I would at least think that the "unfiltered result" (DLSS disabled)
That girl haunts me in my nightmares every night since I've been trying this demo out.April 19, 2021
Most RT effects that I have seen in games use the pre-DLSS upscale res (internal res) to determine ray count.
He, much like myself, never said "per pixel"Ray-count per-pixel scales with resolution? That seems odd. Of course I’m only talking about actual rendering resolution here.
He, much like myself, never said "per pixel"
Denoising biases results in the final image in some way - less rays, more rays, change the result of denoising.Right hence my reply that the lower resolution alone doesn’t explain the difference in scene luminance assuming rays per pixel is constant.
Total number of rays cast in the scene isn’t really meaningful as luminance is calculated per pixel.
Yep, this and it seems people don't realize that RTXGI doesn't even have any dependencies on resolution (only on frame rate) since lighting probes are updated separately from pixels in screen space, so energy losses can't exist in case of RTXGI with DLSS, as a side joke - there can only be energy gains, lolRight hence my reply that the lower resolution alone doesn’t explain the difference in scene luminance assuming rays per pixel is constant.
Yep, this and it seems people don't realize that RTXGI doesn't even have any dependencies on resolution (only on frame rate) since lighting probes are updated separately from pixels in screen space, so energy losses can't exist in case of RTXGI with DLSS, as a side joke - there can only be energy gains, lol
The image with DLSS is not less bright.Then why is the image not only less bright but also blockier (the light streaming in from the window) when DLSS is enabled in that NV example?
https://imgsli.com/NTIxMzM
After a few seconds of waiting for lighting to converge, as you can see, no more difference in GI now (DLSS takes way less time to converge as expected due to 3x higher framerate), just a subtle difference in shadows.
Your own comparison, where you waited for few seconds, still has brightness difference, without DLSS being brighter (see especially couches end/endtable and the right side of that blanket fort thingy). Also the blanks between "godrays" or whatever you call the light beams coming through windows are a blocky, barely even there mess with DLSS.The image with DLSS is not less bright.
Apparently, whoever made those screenshots captured the screen without DLSS right after switching DLSS Off, but it takes some time for the RTXGI solution to fully converge so that there are no more changes in scene brightness, especially with DLSS Off since frame rate is 3 times lower, hence 3x more time is required to accumulate the same amount of rays in probes without DLSS.
As for lower res 3D texture volumes, they seem to be linked to screen resolution, i.e. lower res volumes are used for lower screen resolution.
The image with DLSS is not less bright.
Apparently, whoever made those screenshots captured the screen without DLSS right after switching DLSS Off, but it takes some time for the RTXGI solution to fully converge so that there are no more changes in scene brightness, especially with DLSS Off since frame rate is 3 times lower, hence 3x more time is required to accumulate the same amount of rays in probes without DLSS.
As for lower res 3D texture volumes, they seem to be linked to screen resolution, i.e. lower res volumes are used for lower screen resolution.
Who is "they" with regard to switching back and forth in the animation? It's just the Youtuber doing the On/Off switching.So without DLSS you have immediate brightness, but with DLSS ON you have to wait a few seconds for it to match the brightness without DLSS? And this is better? And even waiting it never achieves the same brightness as with DLSS OFF.
I mean they are constantly switching back and forth in that screen animation, so it doesn't matter when they started the screen capture.
If this isn't representative of DLSS, then NV shouldn't have chosen this scene as an example of why DLSS is good.
Regards,
SB
NVIDIA Unreal Engine 4 RTX & DLSS Demo | RTX ON (OFF) - YouTubeIn the demo, you can toggle ray-traced reflections, ray-traced translucency, DLSS, RTX Direct Illumination, and RTX Global Illumination to visualize the difference in real-time.
Sigh, DLSS does not affect brightness at all, if you have nvidia gpu, just download the demo and play with it.So without DLSS you have immediate brightness, but with DLSS ON you have to wait a few seconds for it to match the brightness without DLSS? And this is better? And even waiting it never achieves the same brightness as with DLSS OFF.
So without DLSS you have immediate brightness, but with DLSS ON you have to wait a few seconds for it to match the brightness without DLSS? And this is better? And even waiting it never achieves the same brightness as with DLSS OFF.
If this isn't representative of DLSS, then NV shouldn't have chosen this scene as an example of why DLSS is good.
Will you be adding in AMD Super resolution later?
We will not be adding specific support for this, as it is not compatible with our rendering techniques. However we have our own Temporal based reconstruction tech implemented that natively provides the same or better image quality benefits for all hardware.
Nah.. that doesn't appear to be a knock on AMD's tech at all, but rather them talking up their own tech.https://www.metrothegame.com/news/the-metro-exodus-pc-enhanced-edition-arrives-may-6th
Interesting response in the Metro Exodus FAQ for their new RT version:
Who knows if they've seen the final version, but at least from this they give the impression this is perhaps not something that will ultimately take on DLSS from a quality perspective.
Nah.. that doesn't appear to be a knock on AMD's tech at all, but rather them talking up their own tech.
I wouldn't read into it too much.
We do? That's news to me, last time I heard anyone from AMD commenting it was that they don't know yet whether it'll be utilizing machine learning or not as they were at least at the time still exploring different options.We already know FSR isn't machine learning based so perhaps it is just a temporal upscaling solution that devs can plug in to their game rather than develop their own? So really just an evolution of CAS based upscaling like that seen in CB2077.