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传闻中FSR2.0是基于多帧时间计算, 不知道会不会集成在A卡驱动中.以便于支持所有本机运行的应用. |
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Thank you for your investigation, this paper has benefited me a lot. However, the source code for FSR 2.0 has not yet been released, so the way it uses motion vectors is still unknown. I'm basically just porting the algorithm rather than creating a new one, which I'm sure will be done by someone more specialized. |
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After contemplating for a long time about reprojection methods such as FSR 2.0 and DLSS 2.0 from the discussions #284 (comment) #363 (comment) #369 #151, etc., I found some relevant literature on temporal accumulation methods that do not require motion vectors.
Specifically the most relevant one was Hanika et al., Fast temporal reprojection without motion vectors, JCGT 2021, where the authors showed similar performance to analytical methods such as TAA.
Whether this would be a worthwhile direction for exploration should still to be discussed, but a game/engine-agnostic reprojection-based super-resolution algorithm would be extremely beneficial for gamers.
Three questions have to be addressed:
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