Dio wrote:FidelityFX was very competitive with the first version of DLSS - more efficient, a much more reliable result, works on all GPUs not just those with the funky ML hardware. There's really no need to use ML for this, but of course nvidia are desperate to do that to light up those otherwise dead transistors.
I don't think we're planning to sit on our arses on this one.

Can you add something to allow me to render 43 different views of the same data set in one single pass pleeease
[edit] - also "understood" the "linking" between VS/FS/whatever to get a "blob" named "program" ( if you like ) could we have some "fixed data in/out" you can set so you can "switch on the fly" programs with "compatible" data in/out without the need of re-creating a whole "pipeline" ( that is much more than that ) and possibly with no need to deal with "descriptors" or shit like that ?
I.e. if the input/output "is the same" but what changes "is the program in the middle" sure one could "just swap the program" by leaving all the rest untouched.
( it seemed to remember you told me "you can't really do that because the 'program' itself also 'changes all the rest around' " but could you modify the way all that works

).
Could you have then maybe "a simplified version/pipeline of all this" were "with some other constraints" but could allow "certain more flexibility/speed" at the cost of something else ?
I mean like to have "pipeline type 1" where "you can do all you can do normally now" but also a "pipeline type 2" where you can't do ALL BUT you CAN do "some things much quicker than in 1" ?
Can i have .. can I have ? .. ( more lists of things )
Oh yeah "some more native HW support/help for VR" , to help with timewarping/prediction/sensors input and such.
Ta
[edit2] - also in this new "HW assisted Ray Tracing" ( that I still don't know how it works ) can you replace "shader style" ( i.e. by compiling/adding something) the "whatever tests intersection with ray/poly/surface" with your own rather than having a fixed test ? )
Like the "intersection shader" ?
