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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
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.