I am curious as to why they would offload any AI tasks to another chip? I just did a super quick search for upscaling models on GitHub (github.com/marcan/cl-waifu2x/tree/master/models) and they are tiny as far as AI models go.
Its the rendering bit that takes all the complex maths, and if that is reduced, that would leave plenty of room for running a baby AI. Granted, the method I linked to was only doing 29k pixels per second, but they said they weren’t GPU optimized. (FSR4 is going to be fully GPU optimized, I am sure of it.)
If the rendered image is only 85% of a 4k image, that’s ~1.2 million pixels that need to be computed and it still seems plausible to keep everything on the GPU.
With all of that blurted out, is FSR4 AI going to be offloaded to something else? It seems like there would be a significant technical challenges in creating another data bus that would also have to sync with memory and the GPU for offloading AI compute at speeds that didn’t risk create additional lag. (I am just hypothesizing, btw.)
JohnEdwa@sopuli.xyz 2 months ago
One technical reason for why FSR 1 isn’t very good but works in everything is that FSR1 is the only one that just takes your current frame and upscales it, all the newer ones are all temporal - like TAA - and use data from multiple previous frames.
Very simplified, they “jiggle” the camera each frame to a different position so that they can gather extra data to use, but that requires being implemented in the game engine directly.
nekusoul@lemmy.nekusoul.de 2 months ago
Kind of.
The big thing that actually defines FSR2 is that it has access to a bunch more data, particularly the depth buffer, motion vectors, and also, as you said, uses data from previous frames.
The camera jiggle is mostly just to avoid shimmering when the camera is stationary.