NVIDIA DLSS in 3D rendering

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zeealpal
Posts: 46
Joined: Wed Jan 10, 2018 12:25 pm

Re: NVIDIA DLSS in 3D rendering

Post by zeealpal » Tue Nov 03, 2020 6:48 pm

CodeHD wrote:
Tue Nov 03, 2020 6:32 pm
Theo_Gottwald wrote:
Tue Nov 03, 2020 7:06 am
The result will never be identical to a really rendered result.

Unless you have already trained the NN with the real outcome.
From what I have read about this topic, the above statement is exactly the dealbreaker, and the reason why nvidia doesn't offer a general DLSS-API: All games featuring it have to pre-train for the game content, you can't just use it on random content.
I'm sure only DLSS 1.0 required per-game training. DLSS 2.0 is generic in comparison:
https://www.anandtech.com/show/15648/nv ... on-vectors

Of course, this doesn't mean it would be directly applicable to offline rendering however given its best used with RTX on it might already have benefits.

CodeHD
Posts: 396
Joined: Tue Dec 11, 2018 12:38 pm
Location: Germany

Re: NVIDIA DLSS in 3D rendering

Post by CodeHD » Tue Nov 03, 2020 6:51 pm

zeealpal wrote:
Tue Nov 03, 2020 6:48 pm
I'm sure only DLSS 1.0 required per-game training. DLSS 2.0 is generic in comparison:
https://www.anandtech.com/show/15648/nv ... on-vectors
Ok thanks for the info, seems it was improved since then...

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Theo_Gottwald
Posts: 104
Joined: Fri Apr 24, 2020 12:01 pm

Re: NVIDIA DLSS in 3D rendering

Post by Theo_Gottwald » Fri Nov 06, 2020 7:21 am

This will only be possible if you use Materials and shapes that have been pre-trained.
Else the result is likely to be an artwork rather then photorealistic.
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