alessandro@lemmy.ca to PC Gaming@lemmy.caEnglish · 3 days agoTurns out there's 'a big supercomputer at Nvidia… running 24/7, 365 days a year improving DLSS. And it's been doing that for six years'www.pcgamer.comexternal-linkmessage-square4fedilinkarrow-up197arrow-down14
arrow-up193arrow-down1external-linkTurns out there's 'a big supercomputer at Nvidia… running 24/7, 365 days a year improving DLSS. And it's been doing that for six years'www.pcgamer.comalessandro@lemmy.ca to PC Gaming@lemmy.caEnglish · 3 days agomessage-square4fedilink
minus-squareBaroqueInMind@lemmy.onelinkfedilinkEnglisharrow-up8arrow-down1·3 days agoWhere is the model file stored after non-production training is completed? Do we all download it from the driver update? If so, and i don’t use DLSS, how can I remove that gigantic model checkpoint?
minus-squarebrucethemoose@lemmy.worldlinkfedilinkEnglisharrow-up6·3 days agoIt’s probably not big if it’s included in the driver download and run in real-time so quickly. Not big enough to worry about anyway.
minus-squareparaphrand@lemmy.worldlinkfedilinkEnglisharrow-up4·edit-23 days agoIsn’t it also tuned for each game individually? So it would be different iterations for every supported game. I swear when it came out that they said devs would have to submit their games for training. Reading the “article”, it doesn’t seem like that’s actually the case. It sounds more generic.
Where is the model file stored after non-production training is completed? Do we all download it from the driver update? If so, and i don’t use DLSS, how can I remove that gigantic model checkpoint?
It’s probably not big if it’s included in the driver download and run in real-time so quickly. Not big enough to worry about anyway.
Isn’t it also tuned for each game individually? So it would be different iterations for every supported game.
I swear when it came out that they said devs would have to submit their games for training.
Reading the “article”, it doesn’t seem like that’s actually the case. It sounds more generic.