6 comments

  • Lerc 3 minutes ago
    I'm rather surprised that it doesn't take the z-buffer as an input. I would have thought that would have provided useful information, it's one of the more useful forms of contolnet.
  • TheJCDenton 3 minutes ago
    > bit-exact against the original

    What kind of sorcery is this ? Very impressive work !

  • tim-projects 28 minutes ago
    Jensen : Nobody needs to code anymore...

    Programmer: OpenDLSS...

    Jensen : Wait. Not like that! (╯°□°)╯︵┻━┻

    • rvz 17 minutes ago
      But I thought Nvidia “loves open source” (they don’t) and they are now a supporter for open source and open weight models by acquiring Huggingface? (They don’t actually care)

      But the line is drawn when it involves CUDA and any part of their closed source compilers (nvcc).

      There are obvious reasons why they are closed source, but it’s becoming pointless since Deepseek have open sourced their AI compiler and compute libraries with DeepGEMM and eventually they will catch up.

      • lucrbvi 0 minutes ago
        They only care because open-weight helps to drive the GPU business notably thanks to inference providers (Baseten, Together, Mistral, ...).

        At least their support helps the open-weight ecosystem.

  • flohofwoe 15 minutes ago
    Almost 8ms on 1080p resolution seems extremely expensive, does the original also eat into the rendering budget as much?
    • robinduckett 7 minutes ago
      The original does tend to reduce the FPS by half or more
  • franticgecko3 15 minutes ago
    How useful is this without weights?

    Isn't the mote that Nvidia has is they work with studios to generate the training data from the game, then they ship a model per game?

    Or is my knowledge outdated here and they're just using a single generalised model?

    • Pifpafpouf 3 minutes ago
      They used to ship one model per game but now there is a single model, however they still do minor updates to it presumably to fine-tune it on new games
    • GaggiX 5 minutes ago
      >they ship a model per game?

      They don't. Only DLSS 1 was trained specifically per each game.

    • chii 9 minutes ago
      > they ship a model per game?

      there's no way that's true!?

  • Borealid 40 minutes ago
    Am I the only one who feels a sense of disinterest in a project where the main README is LLM-generated? Does the author not have time to write what they did and how it's used?
    • MadameMinty 23 minutes ago
      I'm more upset about it being factually wrong, e.g. both mentions of "git-ignored" are absurd (why would you mention it if it's not in the repo?) and wrong (they are in the repo).
      • vincnetas 14 minutes ago
        I notice this, that AI likes to write about things that are not in there. Like i review AI generated output, notice unnecessary things, and asks AI to remove that. So AI removes that and adds that "this and that that was used or described like this was removed because bla bla bla" to the document.

        I think its somehow needs to talk (write) about the things that are in the context and removal is there so AI predicts that it should be there.

        • MadameMinty 8 minutes ago
          Yeah, I call it bugfix storytelling. Once upon a time this class far far away had this red hooded method...

          Especially egregious if both adding and removing the thing happens in one commit. Git should be telling the story, and if it can't then there _is_ no story!

    • fwlr 29 minutes ago
      If you think about it, actually the author did write what they did (nothing), and also how it’s used (it isn’t).
      • gnud 23 minutes ago
        Seems like the owner of the github repo claims copyright, though. Since they provide a license.
    • ChrisRR 26 minutes ago
      I'm fine with it
    • rvz 5 minutes ago
      If the README is >90% AI generated and it is as long as a novel, I am not going to read it and will assume that the author did not read or write it either.

      Unfortunately it is slop, beyond the comprehension of the author unless they are experienced with DLSS internals to explain it in depth.