Which up scaling technologies bring the best long term option?

Discussion in 'Rendering Technology and APIs' started by invictis, Apr 26, 2021.

  1. invictis

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    There are a number of up scaling technologies that are being used at the moment, with more on the horizon.
    Currently we have ones such as checkerboarding, DLSS, TSAA and some new ones to be released such as AMDs super resolution.

    There are distinct differences between them from Machine Learning to Sony's checkerboarding.

    Which ones at this point offer the best results at the lowest cost, and which ones will become defacto in the future?

    Can Sony improve their checkerboarding to include both axis?

    Will Machine Learning become more common, or is the fractured nature of the tech a hold back?

    AMDs solution will apparently be open sourced, does that mean it will work on Nvidia cards?

    Would be interested to see where this tech goes.
     
  2. orangpelupa

    orangpelupa Elite Bug Hunter
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    cost from what? from workforce, hardware performance, etc?

    from hardware performance wise, seems DLSS give the best bang due to its using dedicated tensor cores on top of not needing lots of manual work from the devs
     
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  3. invictis

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    Cost as in dev time etc.
    Which one is easier to apply, which one is harder?
    Is checkboarding just a flick of the switch, while DLSS required the training section?
     
  4. Lurkmass

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    The "best long-term option" for upscaling technology is going to be something that can be independently implemented and maintained by developers ...

    One of the reason's why the developers behind Valorant opted to use UE4's forward renderer (used for VR) instead of the default deferred renderer was because they wanted to use MSAA and didn't want to implement motion vectors at all. Destiny 2 doesn't have an option for TAA because they don't want to implement motion vectors either. In both cases, they don't have very many options to implement upscaling outside of the most naive one ...

    DLSS is beyond the realm of most developers/games since most of them are incapable of editing the model so it would be another dependency that they'd have to add which aren't ideal for long-term projects like game engines. The dependency problem could be solved if developers could find a productive way to edit the model ...
     
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  5. MfA

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    Regardless of the signal processing, there is one big cheap set of information the algorithms can still use, Surface ID. Though it's more invasive and less of a drop in replacement for TAA.

    Visibility buffer with motion vectors would be the ideal input for multi-frame super-resolution.
     
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