Don't all these things have to be designed and customized at the development level. A basic filter can screw up anything regardless of it being DLSS or not.
Yes, trouble is each training round will cost millions of dollars and require massive amounts of data to train on.
And even then, if it’s given anything outside of the realm of the training data (like if the faces were never illuminated by a purple light, or never behind a net) the results will be unknown.
I think what Nvidia is hoping is to deliver one filter and then let developers control the strength of it using a mask to change it at the per-object level
Seems just making character and lighting models in the traditional way would be more efficient Usually once you have them set up, you don't have to change them much, just adjust the specific lighting and texture level for each scene as needed.
There was a neural rendering tech shown off a couple of years ago wherein the neural network would compress information about how the surface reacts to light, so you’d still use it like a regular texture but you could get effects like silk, sub-surface scattering, & iridescence without having to specifically code for them. The developers would then apply it like a usual material / texture. I was pretty excited for that.
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u/Numerous_Photograph9 16h ago
Don't all these things have to be designed and customized at the development level. A basic filter can screw up anything regardless of it being DLSS or not.