Soldato
- Joined
- 21 Jul 2005
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He's more mental than Grim![]()
Who we mentioning here as there's that much guff spouted by many users I switched off long ago?
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He's more mental than Grim![]()
zxWho we mentioning here as there's that much guff spouted by many users I switched off long ago?
O wait you can make coherent sentences. 8k DLSS is 8k. By the law of identity. The image output is in the 8k resolution.
I said "Render" it completely coherent, the GPU is rendering a 2K image, not an 8K image.
I said "Render" it completely coherent, the GPU is rendering a 2K image, not an 8K image.
Annnd on the ignore list he goes.![]()
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The gpu is rendering an 8k image as the output is 8k.
I said "Render" it's completely coherent, the GPU is rendering a 2K image, not an 8K image. And that's the point.
The gpu is rendering an 8k image as the output is 8k. Law of identity.
1440 horizonal and 2650 vertical RENDERED at 2pixel widths.Oh for crying out loud.... if i draw 1440 horizontal lines and 2650 vertical lines on a piece of paper how many intersecting lines are on my piece of paper? if i take a photo of it and blow it up to 4X the size how many lines are on it?
If you take a 2k photo, use the "scale image" tool to make it 4k its still a 2k image.
If it renders at 2k ..... its rendered at 2k, DLSS is a post processing stage (a cool one) but post processing non the less.
1440 horizonal and 2650 vertical RENDERED at 2pixel widths.
right. so the upscaling is a part of the rendering process then. SO why are you arguing that it's not?This ^^^^ Correct.james.miller said:1440 horizonal and 2650 vertical RENDERED at 2pixel widths.
right. so the upscaling is a part of the rendering process then. SO why are you arguing that it's not?
When a 3d program renders a frame, we normally refer to what we see on screen as the rendered image. The process of rendering is a black box to us. So if we see a 4k output we call that the rendered image.right. so the upscaling is a part of the rendering process then. SO why are you arguing that it's not?
https://en.wikipedia.org/wiki/Rendering_(computer_graphics)Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render.
https://news.developer.nvidia.com/dlss-what-does-it-mean-for-game-developers/DLSS is the first time a deep learning model has been placed directly into a 3D rendering pipeline.
https://news.developer.nvidia.com/dlss-what-does-it-mean-for-game-developers/DLSS is a post-processing effect that can be integrated into any modern engine. It doesn’t require any art or content changes and should function well in titles that support Temporal Anti-Aliasing (TAA).
So for their second stab at AI upscaling, NVIDIA is taking a different tack. Instead of relying on individual, per-game neural networks, NVIDIA has built a single generic neural network that they are optimizing the hell out of. And to make up for the lack of information that comes from per-game networks, the company is making up for it by integrating real-time motion vector information from the game itself, a fundamental aspect of temporal anti-aliasing (TAA) and similar techniques. The net result is that DLSS 2.0 behaves a lot more like a temporal upscaling solution, which makes it dumber in some ways, but also smarter in others.