DLSS 3.0 will allow developers to scan in a piece of concept art and the GPU makes a game from scratch.
Funnily enough, Nvidia has developed a tool that turns even extremely rough sketches into photorealistic scenes.
DLSS 3.0 will allow developers to scan in a piece of concept art and the GPU makes a game from scratch.
Matte painters for movies might be sweating when that's ready.
Like wwm0nkey said, the GPU likely wouldn't be able to do it in parallel with other tasks it's doing. If the ML step takes 8ms, that only leaves 8ms for the GPU to do everything else in a 60fps game.
It's also WAY more demanding though is the bigger issue, until that gets solved DLSS will probably be the better solution.Really good to see the VR support. It might not be supported for many indies, but Oculus does have their own 16x scaling method in the works at the driver level:
https://uploadvr.com/facebook-neural-supersampling/
That's exactly what I do. It's probably not as good as 4k Netflix but it looks much better than standard Netflix without the upscaling. And it works on everything, while I think not everything is available in 4k on Netflix even if you pay for it.Does this work for streaming apps like Netflix? Like can I pay for 1080p streaming quality Netflix and use the Shield to AI upscale to 4K?
Yup DLSS is 110% what VR needed for that visual and performance boost.Man VR games could look almost as good as their non VR counterparts while still maintaining that super important high refresh rate.
That could be huge for that market.
Should work on 2000 series cards tooDLSS 2.1 works with all 3000 series cards right? Only mentions 3090 in the info about it.
Great thank you!
Ultra Performance Mode might not, but yeah DLSS 2.1 in general works on Turing too.
That's what I'm hopeful for. Gonna hold on to my 2080ti for as long as I can. At the very least I'll hold out until AMD announces all their new stuff and hopefully build around ryzen 4k.Ultra Performance Mode might not, but yeah DLSS 2.1 in general works on Turing too.
Potentially, although given 1440p rendering gives better than native image quality at 4K, I'd assume (given a 4K output) that you'd be better off optimising around 1440p as your max native rendering resolution and allowing the game to drop to 1080p (or below) under load. Heck, given that DLSS now supports upto a 9x scale you could potentially allow the game to drop add low as a 720p native resolution. That way you can push greater per pixel quality and more RT effects.
I'm really curious to see how well it holds up at 4K with a 9x scale from 720p. If the results are decent, we could potentially be pushing full path tracing in modern games.
I'm not sure you'd even want that. The shift between the two might be too noticeable, because DLSS gives you a different sort of picture. It's not JUST upscaling, it's also giving you supersampled anti-aliasing that results in a sharper final image than the FXAA or TXAA that you'd apply to native resSo re: DLSS + dynamic resolution, am I understanding it correctly that this means a game may be able to be run at native res during parts with easy rendering loads, and then enable DLSS dynamically (and to the optimal amount) only when needed?
If so, that sounds amazing.
9x scaling option? That's like 1440p -> 4320p. So that means they ran Youngblood and Control at 1440p internal resolution and upscaled it to 8K using DLSS2.1.
very unlikely.
It's...not that bad. My team upgraded last month. A few hassles but really nbd.i don't think so. Upgranding the Unreal engine mid-development is an really demanding task that could also slowdown or even halt the development just to iron out issues that may appear on the upgrade. I quite doubt that with games more and more expensive any developer, regardless of the position in the project, would decide or even be allowed to do that.
Probably right. However you could still blend different resolutions of DLSS source into the same final picture, which should be good for foveal rendering, should mean you can get away with a lot more in the low-res parts of the image.I'm not sure you'd even want that. The shift between the two might be too noticeable, because DLSS gives you a different sort of picture. It's not JUST upscaling, it's also giving you supersampled anti-aliasing that results in a sharper final image than the FXAA or TXAA that you'd apply to native res
WHY ARE YOU YELLING?ELITE DANGEROUS IN DLSS 2.1 VR @ 4K PER EYE PLEASEEEEEEEEEEEEEEE