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Deep learning super sampling

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1858: 702:. Like TAA, it uses information from past frames to produce the current frame. Unlike TAA, DLSS does not sample every pixel in every frame. Instead, it samples different pixels in different frames and uses pixels sampled in past frames to fill in the unsampled pixels in the current frame. DLSS uses machine learning to combine samples in the current frame and past frames, and it can be thought of as an advanced and superior TAA implementation made possible by the available tensor cores. 766:(FMA) operations that are used extensively in neural network calculations for applying a large series of multiplications on weights, followed by the addition of a bias. Tensor cores can operate on FP16, INT8, INT4, and INT1 data types. Each core can do 1024 bits of FMA operations per clock, so 1024 INT1, 256 INT4, 128 INT8, and 64 FP16 operations per clock per tensor core, and most Turing GPUs have a few hundred tensor cores. 1512:
aliased inputs and generate high-quality anti-aliased images that match the "perfect frame" as closely as possible. We then repeat the process, but this time we train the model to generate additional pixels rather than applying AA. This has the effect of increasing the resolution of the input. Combining both techniques enables the GPU to render the full monitor resolution at higher frame rates.
33: 502:. The second stage is an image upscaling step which uses the single raw, low-resolution frame to upscale the image to the desired output resolution. Using just a single frame for upscaling means the neural network itself must generate a large amount of new information to produce the high resolution output, this can result in slight 587:. One example of this is neighborhood clamping which forcefully prevents samples collected in previous frames from deviating too much compared to nearby pixels in newer frames. This helps to identify and fix many temporal artifacts, but deliberately removing fine details in this way is analogous to applying a 1166:
As promised, NVIDIA has updated the DLSS network in a new GeForce update that provides better, sharper image quality while still retaining higher framerates in raytraced games. While the feature wasn't used as well in its first iteration, NVIDIA is now confident that they have successfully fixed all
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Deep learning super sampling uses artificial intelligence and machine learning to produce an image that looks like a higher-resolution image, without the rendering overhead. Nvidia's algorithm learns from tens of thousands of rendered sequences of images that were created using a supercomputer. That
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trained to identify and fix temporal artifacts, instead of manually programmed heuristics as mentioned above. Because of this, DLSS 2.0 can generally resolve detail better than other TAA and TAAU implementations, while also removing most temporal artifacts. This is why DLSS 2.0 can sometimes produce
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Of course, this is to be expected. DLSS was never going to provide the same image quality as native 4K while providing a 37% performance uplift. That would be black magic. But the quality difference comparing the two is almost laughable, in how far away DLSS is from the native presentation in these
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Because temporal artifacts occur in most art styles and environments in broadly the same way, the neural network that powers DLSS 2.0 does not need to be retrained when being used in different games. Despite this, Nvidia does frequently ship new minor revisions of DLSS 2.0 with new titles, so this
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This first iteration received a mixed response, with many criticizing the often soft appearance and artifacts in certain situations; likely a side effect of the limited data from only using a single frame input to the neural networks which could not be trained to perform optimally in all scenarios
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Especially in early versions of DLSS, users reported blurry frames. Andrew Edelsten, an employee at Nvidia, therefore commented on the problem in a blog post in 2019 and promised that they were working on improving the technology and clarified that the DLSS AI algorithm was mainly trained with 4K
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Recently, two big titles received NVIDIA DLSS support, namely Metro Exodus and Battlefield V. Both these games come with NVIDIA's DXR (DirectX Raytracing) implementation that at the moment is only supported by the GeForce RTX cards. DLSS makes these games playable at higher resolutions with much
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The DLSS team first extracts many aliased frames from the target game, and then for each one we generate a matching "perfect frame" using either super-sampling or accumulation rendering. These paired frames are fed to NVIDIA's supercomputer. The supercomputer trains the DLSS model to recognize
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DLSS 3.0 makes use of a new generation Optical Flow Accelerator (OFA) included in Ada Lovelace generation RTX GPUs. The new OFA is faster and more accurate than the OFA already available in previous Turing and Ampere RTX GPUs. This results in DLSS 3.0 being exclusive for the RTX 40 Series.
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in games will still appear low-resolution when using current TAAU techniques. This is why Nvidia recommends game developers use higher resolution textures than they would normally for a given rendering resolution by applying a mip-map bias when DLSS 2.0 is enabled.
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in the same sense as techniques such as ESRGAN or DLSS 1.0, which attempt to create new information from a low-resolution source; instead, TAAU works to recover data from previous frames, rather than creating new data. In practice, this means low resolution
162:), a related and opposite technology where the graphics are rendered at a higher resolution, then downsampled to the native display resolution using an AI-assisted downsampling algorithm to achieve higher image quality than rendering at native resolution. 224:. This time Nvidia said that it used the Tensor Cores again, and that the AI did not need to be trained specifically on each game. Despite sharing the DLSS branding, the two iterations of DLSS differ significantly and are not backwards-compatible. 1247:
The original DLSS required training the AI network for each new game. DLSS 2.0 trains using non-game-specific content, delivering a generalized network that works across games. This means faster game integrations, and ultimately more DLSS
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to 64 samples per pixel, as well as the motion vectors for each frame. The data collected must be as comprehensive as possible, including as many levels, times of day, graphical settings, resolutions, etc. as possible. This data is also
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for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or
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a sharper image than rendering at higher, or even native resolutions using traditional TAA. However, no temporal solution is perfect, and artifacts (ghosting in particular) are still visible in some scenarios when using DLSS 2.0.
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DLSS 3.5 adds ray reconstruction, replacing multiple denoising algorithms with a single AI model trained on five times more data than DLSS 3. Ray reconstruction will be available on all RTX GPUs and will first target games with
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better frame rates, although there is a notable decrease in image sharpness. Now, AMD has taken a jab at DLSS, saying that traditional AA methods like SMAA and TAA "offer superior combinations of image quality and performance."
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It has been criticized that by implementing DLSS in their games, game developers no longer have an incentive to optimize them so that they also run smoothly in native resolution on modern PC hardware. For example, for the game
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The benefit for most people is that, generally, DLSS comes with a sizeable FPS improvement. How much varies from game to game. In Metro Exodus, the FPS jump was barely there and certainly not worth the bizarre hit to image
638:. The DLSS frame generation algorithm takes two rendered frames from the rendering pipeline and generates a new frame that smoothly transitions between them. So for every frame rendered, one additional frame is generated. 612:
The main advancements compared to DLSS 1.0 include: Significantly improved detail retention, a generalized neural network that does not need to be re-trained per-game, and ~2x less overhead (~1-2 ms vs ~2-4 ms).
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The linear render scale, compared to the output resolution, that the technology uses to render scenes internally before upsampling. For example, a 1080p scene with a 50% render scale would have an internal resolution of
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The linear scale factor used for upsampling the input resolution to the output resolution. For example, a scene rendered at 540p with a 2.00x scale factor would have an output resolution of 1080p.
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we developed a new image processing algorithm that approximated our AI research model and fit within our performance budget. This image processing approach to DLSS is integrated into Control
564:/ brightness information. It can also be used as a simpler TAA implementation where the image is rendered at 100% resolution, rather than being upsampled by DLSS, Nvidia brands this as 1140:
Of course, this isn't the first DLSS implementation we've seen in Control. The game shipped with a decent enough rendition of the technology that didn't actually use machine learning
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could suggest some minor training optimizations may be performed as games are released, although Nvidia does not provide changelogs for these minor revisions to confirm this.
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As of September 2022, the 1st and 2nd generation of DLSS are available on all RTX-branded cards from Nvidia in supported titles, while the 3rd generation unveiled at Nvidia's
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When using DLSS, depending on the game, users have access to various quality presets in addition to the option to set the internally rendered, upscaled resolution manually:
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using common augmentations such as rotations, colour changes, and random noise to help generalize the test data. Training is performed on Nvidia's Saturn V supercomputer.
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The algorithm does not necessarily need to be implemented using these presets; it is possible for the implementer to define custom input and output resolutions.
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DLSS 3.0, augmented with an optical flow frame generation algorithm (only available on RTX 40-series GPUs) to generate frames inbetween rendered frames
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DLSS 3.5 adds ray reconstruction, replacing multiple denoising algorithms with a single AI model trained on five times more data than DLSS 3.
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method. Thus, depending on the game and quality setting used, using DLSS may improve image quality even over native resolution rendering.
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trains the algorithm to be able to produce similarly beautiful images, but without requiring the graphics card to work as hard to do it.
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Rendered resolution dynamically adjusts in real time to achieve user-defined fps targets (e.g., 144 fps on a 144 Hz monitor).
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enabled, the use of DLSS in Performance mode is recommended even with current-generation high-end graphics cards such as the
2833: 2666: 2436: 1123: 951: 712:(DLAA). DLAA provides the same AI-driven anti-aliasing DLSS uses, but without any upscaling or downscaling functionality. 1530: 1089: 595: 485: 2401: 2376: 2366: 709: 351: 1582: 1205: 2426: 2421: 2416: 2406: 2396: 2371: 2441: 2411: 2391: 2386: 2381: 2314: 2226: 2096: 1748: 1494: 776:-Level Primitives on 32 parallel threads to take advantage of their parallel architecture. A Warp is a set of 32 749: 1469: 174:
cards when they launched in September 2018. At that time, the results were limited to a few video games (namely
752: 47: 1669: 2639: 2545: 2332: 827: 784: 494:. The first step is an image enhancement network which uses the current frame and motion vectors to perform 208: 252:
Predominantly spatial image upscaler, required specifically trained for each game integration, included in
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NVIDIA GPUs execute groups of threads known as warps in SIMT (Single Instruction, Multiple Thread) fashion
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image material. That the use of DLSS leads to particularly blurred images at lower resolutions, such as
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The first iteration of DLSS is a predominantly spatial image upscaler with two stages, both relying on
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The neural networks are trained on a per-game basis by generating a "perfect frame" using traditional
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Nvidia also demonstrated the ability for the auto-encoder networks to learn the ability to recreate
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In April 2020, Nvidia advertised and shipped an improved version of DLSS named DLSS 2.0 with
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DLSS 1.0 adapted for running on the CUDA shader cores instead of tensor cores, used for
2647: 2538: 2533: 2302: 919: 741: 660: 601: 561: 530: 491: 537:, although this functionality has never been included in a publicly released product. 2827: 2790: 2624: 2585: 2550: 2296: 2006: 1063:"AMD Thinks NVIDIA DLSS is not Good Enough; Calls TAA & SMAA Better Alternatives" 834: 819: 692: 553: 510: 414: 254: 217: 199: 175: 119: 107: 103: 1296:"Truly Next-Gen: Adding Deep Learning to Games & Graphics (Presented by NVIDIA)" 2795: 2715: 2705: 2619: 2509: 2320: 2203: 2197: 2010: 1372:"Nvidia's new DLSS 3.5 works on all RTX GPUs to improve the quality of ray tracing" 759: 655: 617: 260: 179: 1062: 2595: 2475: 1986: 814: 773: 679: 598: 572: 557: 534: 488: 213: 136: 43: 1619: 575:, however all previous implementations have used some form of manually written 2725: 2514: 2338: 2262: 859: 549: 143: 123: 115: 1971: 1277:"DLSS 2.0 - Image Reconstruction for Real-time Rendering with Deep Learning" 1127: 576: 523: 1446:"DLSS 3 explained: How Nvidia's AI-infused RTX tech turbocharges PC gaming" 1231:"HW News - Crysis Remastered Ray Tracing, NVIDIA DLSS 2, Ryzen 3100 Rumors" 202:
version 445.75. DLSS 2.0 was available for a few existing games including
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and an improved version of DLSS, which did not use the Tensor Cores.
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Furthermore, the use of DLSS frame generation may lead to increased
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It should also be noted that forms of TAAU such as DLSS 2.0 are not
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With the exception of the shader-core version implemented in
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for a given output resolution, depending on user preference.
1670:"On Tensors, Tensorflow, And Nvidia's Latest 'Tensor Cores'" 212:, and would later be added to many newly released games and 506:
such as leaves that differ in style to the source content.
1868: 1033:"Battlefield V DLSS Tested: Overpromised, Underdelivered" 58: 1346:"NVIDIA DLSS 2.0 Review with Control – Is This Magic?" 1090:"Nvidia Very Quietly Made DLSS A Hell Of A Lot Better" 780:
which are configured to execute the same instruction.
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At release, DLSS 3.0 does not work for VR displays.
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Tensor Cores are available since the Nvidia 571:TAA(U) is used in many modern video games and 296:U using Tensor Cores, and trained generically 1884: 1531:"NVIDIA DLSS 2.0: A Big Leap In AI Rendering" 8: 1525: 1523: 1521: 1118: 1116: 154:graphics cards. Nvidia has also introduced 2695: 2684: 2470: 2459: 2187: 2176: 1934: 1927: 1907: 1891: 1877: 1869: 1856: 1001: 999: 997: 762:line of products. They are used for doing 331: 1864:DLSS on official Nvidia developer website 1271: 1269: 1267: 1265: 1263: 1261: 1259: 1257: 862:– AI-augmented upscaling technology from 77:Learn how and when to remove this message 231: 1749:"NVIDIA DLSS: Your Questions, Answered" 1495:"NVIDIA DLSS: Your Questions, Answered" 1007:"Nvidia DLSS in 2020: stunning results" 883: 853:– competing upsampling technology from 740:series of video cards, using dedicated 441: 822:at the highest graphics settings with 579:to prevent temporal artifacts such as 156:Deep learning dynamic super resolution 61:by removing or replacing such wording. 1553: 1551: 1416: 1414: 1290: 1288: 1286: 1284: 869:PlayStation Spectral Super Resolution 698:It operates on similar principles to 7: 1057: 1055: 946: 944: 942: 658:(aka "full ray tracing"), including 89:Image upscaling technology by Nvidia 1319:Edelsten, Andrew (30 August 2019). 634:Augments DLSS 2.0 by making use of 1719:"Using CUDA Warp-Level Primitives" 1691:"TENSOR CORE DL PERFORMANCE GUIDE" 1596:"NVIDIA DLSS DLL (2.3.7) Download" 691:DLSS requires and applies its own 25: 1321:"NVIDIA DLSS: Control and Beyond" 975:Archer, James (17 January 2022). 1707:from the original on 2020-11-11. 1644:Smith, Matthew S. (2023-12-28). 31: 568:(deep learning anti-aliasing). 146:2022 event is exclusive to the 122:, and available in a number of 2341:(framebuffer in system memory) 1672:. tomshardware.com. 2017-04-11 758:, which was first used on the 1: 1348:. techquila.co.in. 2020-04-05 1156:. techquila.co.in. 2020-03-24 1065:. techquila.co.in. 2019-02-15 787:, Microsoft Windows provided 1233:. 2020-04-19. Archived from 830:in order to achieve 60 fps. 724:, DLSS is only available on 93:Deep learning super sampling 1399:. EuroGamer. 23 August 2023 1374:. The Verge. 22 August 2023 952:"Introducing NVIDIA DLSS 3" 851:FidelityFX Super Resolution 710:deep learning anti-aliasing 2860: 1035:. techspot.com. 2019-02-19 1009:. techspot.com. 2020-02-26 871:– similar technology from 292:An AI accelerated form of 114:that are exclusive to its 110:technologies developed by 2694: 2683: 2546:RSX 'Reality Synthesizer' 2469: 2458: 2186: 2181:Software and technologies 2175: 1926: 1906: 1620:"NVIDIA Optical Flow SDK" 795:to support Tensor Cores. 433: 240: 237: 234: 2844:Anti-aliasing algorithms 1167:the issues it had before 185:In 2019, the video game 2333:Scalable Link Interface 2299:(variable refresh rate) 2191:Multimedia acceleration 828:Nvidia GeForce RTX 4080 785:Windows 10 version 1903 270:"1.9" (unofficial name) 209:Wolfenstein: Youngblood 2355:GPU microarchitectures 2347:(live video upscaling) 2345:Video Super Resolution 2265:(ray tracing platform) 2095:Unified shaders & 547:temporal anti-aliasing 106:image enhancement and 42:contains wording that 2786:Mellanox Technologies 1474:NVIDIA Developer Blog 1210:NVIDIA Developer Blog 1185:NVIDIA Developer Blog 769:The Tensor Cores use 500:spatial anti-aliasing 334:Standard DLSS presets 193:real-time ray tracing 2834:3D computer graphics 1931:Fixed pixel pipeline 636:motion interpolation 46:the subject through 2269:Nvidia System Tools 1275:Edward Liu, NVIDIA 336: 2276:(video decode API) 2229:(shading language) 2142:& tensor cores 981:Rock Paper Shotgun 764:fused multiply-add 332: 130:to run at a lower 52:unnoteworthy facts 2821: 2820: 2817: 2816: 2813: 2812: 2711:Chris Malachowsky 2679: 2678: 2675: 2674: 2591:Shield Android TV 2454: 2453: 2450: 2449: 2245:(ray tracing API) 2171: 2170: 2167: 2166: 1981: 1980: 1921: 1583:Temporal AA small 756:microarchitecture 438: 437: 411:Ultra Performance 322: 321: 172:GeForce 20 series 128:graphics pipeline 99:) is a family of 87: 86: 79: 16:(Redirected from 2851: 2771:Cumulus Networks 2766:Bright Computing 2751:3dfx Interactive 2696: 2685: 2566: 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Index

DLSS
promotes
exaggeration
unnoteworthy facts
help improve it
Learn how and when to remove this message
real-time
deep learning
upscaling
Nvidia
RTX
graphics cards
video games
graphics pipeline
resolution
frame rates
GTC
Ada Lovelace
RTX 40 series
GeForce 20 series
Battlefield V
Metro Exodus
Control
real-time ray tracing
driver
Wolfenstein: Youngblood
game engines
Unreal Engine
Unity
Battlefield V

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