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NVIDIA DLSS (Deep Learning Super Sampling) #8420
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleS-Waiting-on-SMEThis is currently waiting for an SME to resolve something controversialThis is currently waiting for an SME to resolve something controversial
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleS-Waiting-on-SMEThis is currently waiting for an SME to resolve something controversialThis is currently waiting for an SME to resolve something controversial
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What problem does this solve or what need does it fill?
We already have TAA. DLSS takes temporal rendering a step further, and renders at a lower resolution and then upscales it over time. This can be a huge performance increase when the cost of shading a pixel is very expensive, such as in per-pixel ray/path tracing.
What solution would you like?
Integrate DLSS as an optional anti-aliasing method, completing our existing MSAA, FXAA, TAA options.
Current Progress
dlss_wgpucrate allowing usage of DLSS from wgpu https://github.com/JMS55/dlss_wgpuProblems
What alternative(s) have you considered?
DLSS is NVIDIA only, and closed-source. FSR (#5232) is an alternative option from AMD that works on more GPUs and is open-source. There's also XeSS from Intel. For macOS, the only option is MTLFXTemporalScaler.
I've looked into integrating FSR but ran into difficulties. I haven't bothered looking into XeSS or MTLFXTemporalScaler.