OpenDLSS: A Vulkan Reimplementation of Nvidia's DLSS 5 Neural Rendering Network
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OpenDLSS: A Vulkan Reimplementation of Nvidia's DLSS 5 Neural Rendering Network
Unofficial Hacker News client; not affiliated with Y Combinator.
Lerc · · focus · HN ↗
rcarmo · · focus · HN ↗
strangecasts · · focus · HN ↗
> The inference interface uses the engine-rendered RGB image as a dense, registered observation of visible scene appearance. It provides dense, pixel-aligned evidence for object support, occlusion boundaries, composition, and local material properties; engine motion vectors separately provide temporal correspondence.
> Existing image generative models commonly rely on text embeddings, exemplar images, or spatial control fields such as depth, edges, segmentation, and pose [...] These conditions are effective for general-purpose generation and editing, but they do not uniquely determine the object identities, materials, visibility relationships, lighting decisions, and pixel-aligned detail contained in an engine-rendered frame. DLSS 5 is therefore conditioned on the rendered frame itself.
mikepurvis · · focus · HN ↗
I'd also be interested in how post-processing fits in with this. Like if you've got weather effects, film grain, tone mapping, etc, I would have thought the model would do better working on the image before those processes.
bcatanzaro · · focus · HN ↗
More information is better, but more games is also better.