NVIDIA Engineer Teases RTX I/O News: DLSS3 on Older RTX GPUs Could theoretically Happen

NVIDIA engineers took the opportunity to tweet about the GeForce Beyond announcements and to share their thoughts with the larger community.

Bryan Catanzaro is the Vice President of Applied Deep Learning Research at NVIDIA. expressed His pride in the hard work of his team on DLSS 3

Since its inception, DLSS 3 was a labor of love for Applied Deep Learning Research. I can’t wait for people to play with it.

In the same thread, he explained why the technology was exclusive to the NVIDIA geForce RTX4000 series.

DLSS 3 relies on the optical flow accelerator, which has been significantly improved in Ada over Ampere – it’s both faster and higher quality. 

Since Turing, the OFA has been in GPUs. It is much faster and better in Ada, so we rely on it to provide DLSS3. [RTX 2000 and 3000] customers would feel that DLSS 3 is laggy, has bad image quality, and doesn’t boost FPS.

Catanzaro said that NVIDIA DLSS3 could be compatible with GeForce RTX2000 and 3000 series in future, but he cautioned that it wouldn’t offer the same benefits as the new graphics cards. DLSS 3 will still offer DLSS2 + Reflex support to GeForce RTX 2000 owners.

It’s theoretically possible that with additional research and engineering that we could get this technology working on other cards, although it wouldn’t provide as much benefit. This version is currently only compatible with cards of the 4000-series.

Catanzaro also commented The potential latency issue that the new DLSS 3 method could cause. NVIDIA plans, as we suspected, to solve the problem by bundling its Reflex anti-system latency technology.

NVIDIA’s Reflex eliminates significant latency in the game rendering process by removing the render queue, and more closely synchronizing the CPU with GPU. Combining NVIDIA Reflex with DLSS3 results in a much faster FPS and a lower system latency.

Bryan Catanzaro was kind enough even to check with another NVIDIA group on the status the RTX I/O Project, which we haven’t heard about in a while. He relayed People interested in RTX I/O are advised to keep checking because ‘cool stuff’ has occurred and NVIDIA is eager to share more information with the public.

After the GeForce Beyond presentation, Catanzaro was not the only NVIDIA engineer who shared some information. Alexey Panteleev (who has previously worked on projects such a Quake2RTX or RTXDI and Portal RTX), also contributed. engaged with Twitter I will briefly explain how the RTX Remix tool works.

The Remix runtime, which is a complex “reverse engine”, finds objects in draw calls and allows us to create motion vectors. The runtime does not make artistic decisions. It works with the original and any replacement assets it is given. Modders can use AI tools to upscaling material or do it all manually.

Particles and decals work “just” Some DX Hacks require special processing or should not be used.

Stay tuned for more information from NVIDIA about DLSS 3, RTX Mix and other topics.

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