Lossless Scaling

Lossless Scaling

. Aug 24, 2021 @ 1:19am
XeSS Support?
XeSS Support incoming?
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Showing 1-5 of 5 comments
(ノ°□°)ノ  [developer] Aug 24, 2021 @ 2:37am 
It hasn’t even come out yet, and I think it’s impossible.
Last edited by (ノ°□°)ノ; Aug 24, 2021 @ 2:38am
The_GarlicBread Aug 24, 2021 @ 3:06am 
XeSS will be open Sourced..just like FSR...
However XeSS, as Intel Claims, will be Combination of both Machine learning ( DLSS ) and Spatial Upscaling ( AMD FSR )..
This Machine learning part makes it a bit tricky to implement in LosslessScale..
HOWEVER, m sure The Developer will find a way.. But hey..all in due time...XeSS will take a few months to be out....till then Enjoy FSR..!
manupa4 Aug 24, 2021 @ 4:36pm 
Won't be possible. Will require motion vectors and temporal data.
TROGDOR Aug 27, 2021 @ 1:11pm 
Originally posted by Cool_Sky:
XeSS will be open Sourced..just like FSR...
However XeSS, as Intel Claims, will be Combination of both Machine learning ( DLSS ) and Spatial Upscaling ( AMD FSR )..
This Machine learning part makes it a bit tricky to implement in LosslessScale..
HOWEVER, m sure The Developer will find a way.. But hey..all in due time...XeSS will take a few months to be out....till then Enjoy FSR..!
FSR works as a post-process shader which, while it can work applied at the end, benefits from being applied earlier in the rendering pipeline before other elements like lighting, film grain & UI. XeSS is going to absolutely require a deeper level of integration than as a post-process shader, as it needs information from multiple frames, and a trained ML reference model trained specifically for that game. Even if it's open-source, that doesn't mean it can be slapped on as a generic enhancement at runtime. It's of more benefit to devs than it is to modders.

Closest I could see to it being applied without input from the game dev themselves is either an ENB injection on a per-game basis where an AI model has been trained on that game with a reference library ready to go, a DirectX API-level where Microsoft keeps an ML library for ML upscaling enhancements themselves & just decides to go with Intel's solution for some reason - or if Intel decide to have their users opt in to have the AI training models run on a crowdsourced-level so everyone running every game is sending data back to Intel to feed into a control-panel level enhancement for games that works better the more collective runtime it has. Though I can't imagine this happening without a fair amount of additional CPU load/threads, network bandwidth being consumed, and paltry participation rates considering Intel doesn't even have a market presence yet. So if anything like this ever occurs, it'll probably be exclusively on Intel products, particularly as Intel's upcoming big-little architecture will be better at absorbing the additional CPU threads without compromising game performance that'll primarily be leveraging the big high-IPC cores. And even then, I can't see it happening in the short-term.

TLDR: don't hold your breath to see temporal & particularly ML-based upscaling methods being applied by modders or as any kind of generic injector-process.

living_one Aug 30, 2021 @ 8:00am 
Apparently XeSS will work two ways, one will require hardware xmx units, the other will work on cards that support DP4a (INT8) instructions (so anything from a 1060 gtx and vega 20's up)

The difference will apparently be just slightly slower frametimes for the DP4a version, but still faster than native.

https://www.hardwaretimes.com/intels-xess-upscaling-tech-works-and-looks-just-like-nvidia-dlss-2-0/

Last edited by living_one; Aug 30, 2021 @ 8:03am
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Date Posted: Aug 24, 2021 @ 1:19am
Posts: 5