Super ZSNES is coming and it brings GPU acceleration to emulation for more than just filters.
View: https://www.youtube.com/watch?v=r5twUkvYFpA&t=155s
View: https://www.youtube.com/watch?v=r5twUkvYFpA&t=155s
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The all on the CPU ones actually are exceedingly accurate and are more or less "perfect" at this point. This is about trying to move it beyond what the OG hardware could do, not thing that the CPU based ones couldn't render properly. You see emulators of 3D systems that can do things like that, where they can increase resolution, replace textures with high rez texture packs and so on. This is to try and bring something like that to the SNES.Neat, while I don't remember the SNES emulators I used ever really having problems being CPU base, there may have been some "fancy" things that it simply couldn't render properly. But as long as the emulator has the ability to have save states I'm a happy camper.
Maybe one like Microsoft auto SR, Nvidia RTX super res or older FSR 1.x already work, any of those that work from the image output alone could work, but they tend to be trained on 3d, would be interesting if they really beat the upscaler developed over the years specially for pixel arts type that emulator use, they could be hard to beat at this point.I'm just wondering if it's possible for these emulators to use DLSS/FSR for better graphics?
Maybe but DLSS and FSR don't technically produce better graphics. They do but only when TAA is used instead, which I don't think emulators use TAA. Very few emulators make use of FSR, and nothing makes use of DLSS. You need accurate motion vectors to make use of any of these technologies, which no emulator does. Yuzu and it's forks do make use of FSR1 for upscaling, and Citron makes use FSR2, but Citron maybe discontinued.I'm just wondering if it's possible for these emulators to use DLSS/FSR for better graphics?
Have to remember that DLSS works on 3D data, not 2D. I mean yes, it is processing the final 2D image but it is looking at data about the 3D scene (like depth information) and it is trained on data from 3D renders. It has been trained to identify things like edges in polygons, not issues with 2D pixel art. It also is, as noted, a temporal upscaler meaning it needs data on previous frames and motion vectors.Maybe but DLSS and FSR don't technically produce better graphics. They do but only when TAA is used instead, which I don't think emulators use TAA. Very few emulators make use of FSR, and nothing makes use of DLSS. You need accurate motion vectors to make use of any of these technologies, which no emulator does. Yuzu and it's forks do make use of FSR1 for upscaling, and Citron makes use FSR2, but Citron maybe discontinued.
I'm just going by what emulator authors have said when it comes to implementing DLSS and FSR. Yuzu and it's forks as well as RPCS3 have implemented FSR because it doesn't require motion vectors. Including DLSS is a frequent request for emulators such as RPCS3. The administrator of the RPCS3 forum didn't have great things to say about DLSS. Ani is also a developer of RPCS3.Have to remember that DLSS works on 3D data, not 2D. I mean yes, it is processing the final 2D image but it is looking at data about the 3D scene (like depth information) and it is trained on data from 3D renders. It has been trained to identify things like edges in polygons, not issues with 2D pixel art. It also is, as noted, a temporal upscaler meaning it needs data on previous frames and motion vectors.
FSR1 could be used, that is a simple spatial upscaler though I don't know that the results would be any good.
He's correct that FSR is spatial only, which is why its results aren't all that good. The good ones are temporal. However It would take a much more intense engine rewrite to make it able to expose the motion vectors that the temporal ones need, if it even was possible. For something like an SNES it is just a non-starter. Like I said FSR1 could be used, but I dunno how good it would be.> Furthermore, AMD doesn't disclose commercially important parts of its code. This algorithm is technically and morally obsolete.
FSR 1.0 is fully open source, it's a compute shader and the source is included in RPCS3, the algorithm is based on Lanczos, which is widely known and nothing new nor obsolete. Lanczos/FSR algos are still the best forms of spatial upscaling, they are also the best scalers for video upscaling/downscaling. Lay off the hallucinating AIs and start doing your own research so you don't end up with blatantly wrong information.
There might be a chance if the games were decompiled and then native made for PC, but I'm not sure if there's a lot of interest in this?He's correct that FSR is spatial only, which is why its results aren't all that good. The good ones are temporal. However It would take a much more intense engine rewrite to make it able to expose the motion vectors that the temporal ones need, if it even was possible. For something like an SNES it is just a non-starter. Like I said FSR1 could be used, but I dunno how good it would be.
I see him as a down to Earth developer who knows more about the inner workings of games than any of us could ever imagine. This is why I like listening to emulator developers because not only are they working on cutting edge stuff but they're very transparent. If emulator authors end up working for game studios then we may have games that well optimized.That said, he's also clearly one of the anti-AI angy types so I'd take with a grain of salt his opinions on DLSS as it is objectively the best temporal upscaler. But a temporal 3D upscaler wouldn't be useful in ZSNES.
Ani did mention NVIDIA Image Scaling (NIS), but I think we're going too far for 2D games. If AI can be used for anything, then it's to create high rez textures, but there's a chance the community has already made high rez textures for SNES games and didn't use AI. Also, there are remakes for some SNES games. Some Remasters are better than others from that era.That said, someone probably could make a neural network like upscaler for low rez pixel art for something like an SNES. It would be pretty intense though because realistically what you'd have to do is have artists redo the artwork in higher resolution for all the games and then train it on that. With enough training you could probably get pretty good results... but then if you are doing that you could just use ZSNES to swap in teh high rez art they've drawn and skip the whole complex, time consuming, and expensive "train a neural network" step.
There is some of that going on with certain games. It's a lot of work so I imagine it is the kind of thing that'll only be done for really popular or significant titles. A lot of it seems to be focused around Xbox titles that didn't come to the PC, but there's been N64 work as well.There might be a chance if the games were decompiled and then native made for PC, but I'm not sure if there's a lot of interest in this?
He can be smart and know a ton, and still have blind spots. In fact, working with researchers, I'd argue that the smarter you are and the more you know about a given topic, the more blind spots there are and potential biases. Dude clearly hates AI and AI upscaling. Well, sorry to break it to him but FSR 1 is not the best upscaler. The temporal AI upscalers are objectively way, way, better. That they aren't suited for use in emulation doesn't change that fact.I see him as a down to Earth developer who knows more about the inner workings of games than any of us could ever imagine. This is why I like listening to emulator developers because not only are they working on cutting edge stuff but they're very transparent. If emulator authors end up working for game studios then we may have games that well optimized.
I think another issue with SNES graphics and any kind of AI upscaling is just that they are so low rez. There's just not enough input data to really do a good job. I mean we see that with things like DLSS. Performance mode works well at 4k because it is a 1080p input. However, at 1080 performance doesn't work nearly so well because of the 540p input.Ani did mention NVIDIA Image Scaling (NIS), but I think we're going too far for 2D games. If AI can be used for anything, then it's to create high rez textures, but there's a chance the community has already made high rez textures for SNES games and didn't use AI. Also, there are remakes for some SNES games. Some Remasters are better than others from that era.