However Nvidia are treating DLSS as their secret sauce and not publishing any details, so Facebook's more open research is interesting even if it's not as refined yet.
The part of the hardware that is running the DLSS ML model are the tensor cores. But the algorithm and the model itself is not baked in, it is provided in the driver and/or game
From the inputs you can glean that DLSS is using temporal integration but that's hardly a new idea, the novel part is in how it performs the integration and Nvidia isn't sharing that.
If he says that the GP is inaccurate, trust him.
Hi, Brian!
You can look at the tradeoffs of neighborhood clamping/clipping here:
https://de45xmedrsdbp.cloudfront.net/Resources/files/Tempora...
Those slides were before TAA upsampling was added, but the issues are similar once it is in place too. Unreal Engine already has TAA upsampling, but has to fight against the issues mentioned in the Nvidia presentation.
Nvidia trained it for specific upsampling multiples, so the main functional difference with existing TAA upsampling is it can't do continuous base-resolution changes.