Investigate: DLSS Ray Reconstruction / FSR ray regeneration as an optional neural denoise + upscale path #870
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sky_line/Slipstream#870
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Investigate (later, not now) vendor neural denoise + upscale for ray-traced lighting as an optional upgrade path on supported hardware: NVIDIA DLSS Ray Reconstruction (DLSS 3.5+, via Streamline) and AMD FSR "Redstone" ray regeneration. Our own denoiser (#85) stays the baseline for every other GPU and for anyone who turns these off -- this is an add-on like the existing upscaler options, never a requirement.
What it is
One trained network replaces the hand-written per-signal denoisers and TAA / the upscaler. Input each frame: the un-denoised lit frame plus guide buffers (depth, motion vectors, normals, roughness, diffuse + specular albedo, specular hit distance / specular motion). Output: the denoised, upscaled, anti-aliased frame. Better detail retention and temporal stability than hand-tuned filters, especially for reflections and many-light ReSTIR noise (#869).
Questions to answer
Design implication (applies now, cheap)
Keep ray-traced signals available as raw, un-denoised inputs with demodulated diffuse / specular and hit distance -- which #85 phase 2 needs anyway -- so plugging in a reconstruction network later is an input-routing change, not a pipeline rework.
Output
A short findings note (licence verdict per vendor, platform matrix, required buffers, rough cost) and, if viable, an implementation ticket.
Related: #85 (denoiser), #869 (ReSTIR DI), #87 (RT GI), #859 / #860 (RT reflections).
Fixed in 1.5.0 Beta 1 (
92d09050be). Reopen if you still see it.