This video is a paid promotion for Nvidia. In it, I investigate Ray Reconstruction - which is DLSS 3.5’s trick to preserve more information from path-traced scenes.
Intel 13900K, Geforce 4090, 64 GB DDR5 5600 Mhz RAM
0:00 - Raw Rays
1:28 - Denoisers
2:34 - Reflections
3:32 - Framerate comparison
3:51 - Lots of rays
4:14 - Not so many rays
4:44 - Drawbacks and how to overcome them
5:06 - Ray VS path tracing?
6:05 - How are things meant to look?
8:05 - Global Illumination
9:01 - Ambient Occlusion / shadows
10:22 - Motion artifacts
11:01 - Why call it DLSS 3.5?
11:40 - Conclusion
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