Deep Learning Super Sampling: Difference between revisions

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DLSS 2.0 uses a [[Convolutional neural network|convolutional]] [[Autoencoder|auto-encoder]] [[neural network]]<ref name="nvidia20" /> 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 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.
 
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,<ref>{{Cite web|title=NVIDIA DLSS DLL (2.3.7) Download|url=https://www.techpowerup.com/download/nvidia-dlss-dll/|access-date=2022-02-10|website=TechPowerUp|language=en}}</ref> so this 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. 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 (~1-21–2&nbsp;ms vs ~2-42–4&nbsp;ms).<ref name="NVIDIA" />
 
It should also be noted that forms of TAAU such as DLSS 2.0 are not [[Video scaler|upscalers]] 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 [[Texture mapping|textures]] 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.<ref name="NVIDIA" />