winjer
Member
The point was that there are several "black boxes" in the form of presets and other available parameters in a game (like RR). On the PC it doesn't really matter because do you really care if Preset K is 4% more expensive than Preset E and your performance drops to 58fps or whatever, or that artifact you didn't like was removed with x setting or changing some dll? you as a user will adjust settings and this wouldn't be mentioned anywhere. hardly if ever is performance or framerates mentioned in comparisons. Now though when you have fixed hardware that isn't capable of offering that better "black box" without affecting performance, DLSS is "tiny DLSS" and "proper DLSS" and not just DLSS on fixed hardware and devs trying to hit performance targets with fixed settings. It's just DLSS but with the constraints of fixed hardware and fixed performance targets. The idea that "it isn't used anywhere else" applies to PSSR too but that's not relevant what's relevant is the fixed hardware, fixed targets, and developer choices for a DLSS/PSSR mode that may not be to the users preference. You're seeing that now with Switch 2.
On PSSR devs are making those parameter choices too. For AC:S Sony helped Ubisoft finetune model parameters for PSSR so it's not a complete black box:
These upscalers also add to frametime and when your fps target is higher and your resolution is higher the more costly they become (in terms of the proportion of frametime taken). 30fps targets help.
It's still a black box, the things that can be tuned are the upscaler inputs.
And the weights of the model, meaning the point in the curve at which neurons activate.
These can make a significant difference in the quality on an upscaler. But it's not the same thing as retraining a model.