Jenže to je jen část pravdy. https://www.anandtech.com/show/15648/nvidia-intros-dlss-20-adds-motion-vectors
Klíčová věta: "DLSS 2.0 still needs to be integrated on a per-game basis, even if the per-game training is gone"
A celá citace
The catch to DLSS 2.0, however, is that this still requires game developer integration, and in a much different fashion. Because DLSS 2.0 relies on motion vectors to re-project the prior frame and best compute what the output image should look like, developers now need to provide those vectors to DLSS. As many developers are already doing some form of temporal AA in their games, this information is often available within the engine, and merely needs to be exposed to DLSS. None the less, it means that DLSS 2.0 still needs to be integrated on a per-game basis, even if the per-game training is gone. It is not a pure, end-of-chain post-processing solution like FXAA or combining image sharpening with upscaling.
Pozitivní je že MSFS používá Temporal AA tudíž má zatím největší šanci získat DLSS podporu oproti X-Plane nebo P3D které používají Supersampling AA. |
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