sc94597 said:
I think the long term goal is to push more and more into efficient on-line learners rather than pre-trained models. Both Nvidia and AMD have had "Neural Radiance Caching" for RTGI and path-tracing in their SDKs for about a year now, and Nvidia's solution has been implemented in Portal RTX and Quake III iirc. The point of DLSS 5 seems to be to use a pre-trained model to blend the lighting and materials more cleanly, but it seems to me that just like with path-tracing, an on-line learner could do this better than a pre-trained model (and would be very game-specific/art-style specific because it learns from the game's data as you play.) |
However they do it for next gen titles (in the end, it's built for that), I'm hoping they make it close to path traced ground truth of original artistic vision, so in essence "trick" to make PT less computation heavy - cause a lot of what they've showcased in this presentation looks very different and off compared to originals.







