NOTimothyLottes,
@NOTimothyLottes@mastodon.gamedev.place avatar

One unfortunate part of being included in latest round of Unity layoffs is that STP likely will stay at it's current pre-release beta state:

https://raw.githubusercontent.com/Unity-Technologies/Graphics/master/Packages/com.unity.render-pipelines.core/Runtime/STP/Stp.hlsl

No way for me to finish up the polish that all TAAs need as they get included in real content.

If you look at the amazing work NVIDIA did in the evolution of DLSS2 from first release to today, probably get a good idea of what I'm talking about.

NOTimothyLottes,
@NOTimothyLottes@mastodon.gamedev.place avatar

Trying to list some of the ideas while I remember them,

(1.) Pattern Dilation function is just a placeholder implementation. STP beta currently has some visible variable low frequency convergence that gets visible when walking around changing light shafts, etc.

(2.) Pattern detector pass doesn't yet do a good job of detecting small particles that don't have motion vectors. The workground of using 'responsive' shouldn't be needed. Didn't get around to fixing this one yet.

...

NOTimothyLottes,
@NOTimothyLottes@mastodon.gamedev.place avatar

(3.) There are details on how the {pen, temporal, and error correction} works that are wrong, it just got temp tuned for the beta into some local minima which was designed for 8x area scaling (mobile), at a compromise of 2x area and 4x area scaling. The focus was a floating camera, and the extreme sharpening tends to render a dither or loss of AA on stills without high scaling.

All of these had been on my list to fix in the next week.

NOTimothyLottes,
@NOTimothyLottes@mastodon.gamedev.place avatar

Hardest part of being let go, or even leaving on your own, is still feeling a big responsibility to make sure the stuff you worked on sees itself to completion and a polished state.

Someone will inherit the algorithmic responsibilities of STP, if that's you, feel free to call and chat. Likewise if you are a dev, using STP, and venture into re-tuning it, feel free to call and chat.

longbool,
@longbool@mastodon.gamedev.place avatar

@NOTimothyLottes Any chance you'll get to talk about it some day? I feel like your insight would be significant for people like me to learn from.

Tangent but I learned so much from your VDR Color Pipelines talk. Went down that rabbit hole for a year and came out much better for it. Thank you for that :-)

NOTimothyLottes,
@NOTimothyLottes@mastodon.gamedev.place avatar

@longbool Not sure if I'll ever get to do a talk about that.

Glad you got something out of the VDR talk. Learned so much since doing that talk, I'd like to do a follow-up at some point, specifically about localized adaption.

aras,
@aras@mastodon.gamedev.place avatar

@NOTimothyLottes @longbool chat with Natasha and do a talk at siggraph RT advances? Or alternatively, write up about STP on some blog post? (unless for some reason "STP technical details" are secret and owned by Unity, which would be stupid on their part)

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