Pushing the 5090 to the Limit: 8K Cyberpunk | Path Tracing, Ray Reconstruction and DLSS 4.5 override
Автор: The Don
Загружено: 2026-01-12
Просмотров: 330
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This video is not meant to showcase DLSS 4.5 Super Resolution but instead to showcase the increase in efficiency when using the DLSS 4.5 Library rather than DLSS 4.0 Library when running the Ray Reconstruction preset D "Diamond Wallaby".
DLSS 4.5 Library improvements bring with it a few different things:
FP8 Accelleration on 50 series GPUs - the DLSS 4.0 Library generally relied on FP16 or generic AI instructions which of course are going to be less efficient for the data required for 8k path tracing while the DLSS 4.5 library is able to utilize the Fp8 hardware acceleration in the blackwell tensor corws thus allowing my the GPU to process the "diamond wallaby" denoising logic with much higher efficiency
The move from Logarithmic Space to Linear Space rendering - previous DLSS libraries processed data in a compressed format to save on perfomrnace while the DLSS 4.5 library processes data in the game engines native linear space by using a newly introduced high precision linear-to-log translation layer which can help to prevent issues like crushed shadows and muted lighting without needing a 2nd gen RR model.
VRAM Paging and stability - the DLSS 4.5 library includes updated memroy paging and allocation logic designed for 50 series GPUs. This is whats allowing me to stay within 5% of the GPUs total memory capacity for nearly an hour worth of gameplay. Older DLSS libraries had a tendency to fail when reaching their VRAM limit because the DLSS library cant clear the old data fast enough to make room for new rays. The updated allocation logic in the DLSS 4.5 library is more intelligent on what it should keep and what it should swap.
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