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  • I have a ThreeJS implementation/port of this code here: https://github.com/bhouston/three-dlss-nr
  • Jensen : Nobody needs to code anymore...

    Programmer: OpenDLSS...

    Jensen : Wait. Not like that! (╯°□°)╯︵┻━┻

  • > A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original.

    Bit-identical, I swear I heard that somewhere before.

  • > It takes one rendered frame (a low dynamic range proxy of it, three lanes of Gaussian noise, the previous frame's output reprojected, and five conditioning scalars) and produces four f32 channels per pixel: an RGB residual and one temporal-blend logit.

    > The temporal path is implemented, but in the demo: the network's history input lanes and its per-pixel blend logit drive a reprojected feedback loop (docs/frame.md). The dlss5vk tool runs single frames with no history, which is what the reference captures were made with.

    From this I assume the network uses the (via motion vectors) reprojected previous frame in order to increase temporal stability, i.e. similarity over adjacent frames. But this isn't strictly necessary, and apart from it, DLSS 5 is a pure post-process filter. So you could apply it to an old animated CGI movie like Final Fantasy (2001) [1]. Which should make it look significantly more realistic, at the cost of some flicker or other temporal instability.

    One could also apply it to still images, like old renders from Tomb Raider [2], where temporal stability is not a factor. The difference to conventional text-to-image models with a "make it photorealistic" prompt would be that DLSS 5 strongly adheres to the underlying geometry.

    1: https://www.imdb.com/title/tt0173840/

    2: https://www.tombraiderchronicles.com/images/artwork-high-res...

  • Almost 8ms on 1080p resolution seems extremely expensive, does the original also eat into the rendering budget as much?
  • How useful is this without weights?

    Isn't the mote that Nvidia has is they work with studios to generate the training data from the game, then they ship a model per game?

    Or is my knowledge outdated here and they're just using a single generalised model?

  • > bit-exact against the original

    What kind of sorcery is this ? Very impressive work !

  • I'm rather surprised that it doesn't take the z-buffer as an input. I would have thought that would have provided useful information, it's one of the more useful forms of contolnet.
    by Lerc

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