创建

登录 ReadmeX

或

了解我们如何处理你的信息: 隐私政策

ReadmeX

陪你读懂 AI 动态

今天,想先了解什么?

选一份动态总结,或直接聊聊你的问题。

社区和关注动态总结只属于你自己。

资讯

修改者用泄露版 DLSS 5 后处理运行 1996《雷神之锤》

AI 总结

乌克兰修改者 Valery Kryzhanovsky 发布了在 1996 年《雷神之锤》上运行泄露版 DLSS 5 的视频,效果并不理想。该效果并非原生集成,而是通过 ReShade 与 RenoDX 对 DOSBox 渲染帧做后处理,并以 4x Multipass 叠加;他称泄露版本训练不足。Tom’s Hardware 指出,DLSS 5 未接入游戏引擎,画面明显变暗;报道还提到 Nvidia 本周称 DLSS 5 模型性能提升 2 倍、占用缩小 24%。

深度见解

该实验展示了泄露且训练不足的 DLSS 5 在脱离游戏引擎、以实时后处理方式运行时的实际表现,结果画面明显变暗。

A Ukrainian DLSS 5 experimenter is back at it again, this time testing the original Quake game. It’s running as a post-process, not natively integrated into the game engine, using 4x Multipass to enhance the effect, but it doesn’t look so good.

Valery Kryzhanovsky has posted multiple videos running DLSS 5 on games it was never meant to be used for, nor were the games built with AI upscaling and image enhancements in mind. We previously covered a few of Valery’s projects, running DLSS 5 on 2D games like Duke Nukem and Pac-Man, resulting in weird and cursed images.

However, this time Valery uploaded a video of it on the 1996 Quake, considered to be the very first true 3D FPS in history. Valery explains in the description that the game is not running the leaked DLSS 5 build natively, but as a post-process using ReShade through RenoDX to play with the parameters and settings and inject the effect on DOSBox’s rendered frame. So it’s an emulated version of Quake with basically an AI filter with the DLSS 5 algorithm over it four times, except it’s running in real time on a game. This is similar to how others have experimented with DLSS 5 on videos, applying the effect on top, like JackSpace’s video to “fix” bad CGI in old movies with DLSS 5.

#Nvidia#DLSS 5#Quake#ReShade#RenoDX#DOSBox#Valery Kryzhanovsky#id Software

原文约 2 分钟读完阅读原文
群聊

还没有评论,来说说你的看法。