[HN Gopher] Nvidia's Crazy New Neural Engine Is Redefining Reali... ___________________________________________________________________ Nvidia's Crazy New Neural Engine Is Redefining Realism in Graphics Author : behnamoh Score : 104 points Date : 2023-05-06 19:49 UTC (3 hours ago) (HTM) web link (www.youtube.com) (TXT) w3m dump (www.youtube.com) | cs702 wrote: | Holy mackarel! Those demos are impressive. | | Sooner than you expect, games and virtual reality are going to | look as good as movies -- scratch that, they are going to look | _better than movies_. | | We live in interesting times. | gumballindie wrote: | Mobile VR won't work as nicely tho, it will be tether VR that | stands a chance. | smoldesu wrote: | I don't see why they both can't exist. Mobile VR already | works great, and the power of mobile chipsets is only | increasing. Tethered VR will only dominate for as long as | mobile GPUs struggle to output stereo 2048x2048~ish video, | which... isn't going to be for long. Combined with SOTA | upscaling, we may already be there by some standards. | | I say all this as someone with a Quest who tethers to a PC | for Beat Saber and Half Life Alyx. Tethered experiences rule | - but untethered ones are really not that far off. | gumballindie wrote: | > but untethered ones are really not that far off. | | I am not sure how you measure this but you can't run proper | games on mobile vr. Mobile is limited, you can't fit in a | GPU the same size of a desktop GPU. John Carmack has an | interesting talk about what happens when mobile chips get | too small and crowded. We simply can't battle physics. It | would be awesome if we had the same experience tho. | smoldesu wrote: | Obviously the two will never coincide. Mobile GPUs _will_ | eventually reach a "good enough" stage though, and | arguably we're already there. The quality of Quest-native | games like Beat Saber is almost identical to the version | on PC. Older games like Resident Evil 4 play just like | normal. Visually it can be 'meh', but the tech is there | and the option to stream from a more powerful desktop | still exists. It uses comparatively weak chipsets to | deliver pretty-damn-good visuals at a price point lower | than most consoles. | | I would argue that your thesis of "you can't run proper | games on mobile vr" is wrong. Today, you can go play DOOM | 3 or Half Life in VR, untethered, on a sub-$500 headset. | That should startle everyone working on tethered systems. | gumballindie wrote: | Interesting, I need to give it another go. | dharma1 wrote: | AirLink Wi-Fi stream with Quest is great, not much | different to tethered cable. | | I think there is a case for local ML becoming more | popular too, I could see nvidia making a Shield like box | at some point with a mobile 4000 series GPU and good | thermals, that could bring those GPUs to mainstream | beyond hardcore gamers. It would work for gaming, VR and | consumer local ML apps (Siri that actually works and | doesn't leak data). | | Maybe some day the latency/bandwidth will be good enough | to stream VR from edge servers so you don't even need a | local GPU. We're not there yet, even for non-VR games | | I think we'll see new classes of games/entertainment too | where you'll just describe the (VR) experience you want | and ML constructs a game or (immersive) movie like | experience of it. Maybe a different one every day. | | I can see Nvidia selling a lot more GPUs in the next | decade as ML and real-time 3D becomes much more | pervasive. At some point other much more power efficient | architectures (our brain uses 12 watts) will trump | general purpose GPUs | gumballindie wrote: | > , I could see nvidia making a Shield like box at some | point with a mobile 4000 series GPU and good thermals, | | That is indeed how i see it working. A dedicated VR | "console" of sorts that tethers via wifi. | smoldesu wrote: | Personally, I never see something like this being made | (or at least marketed as such). | | _However,_ | | *pauses to put on tinfoil hat* | | Nvidia does sell devkits that roughly match the compute | footprint you're describing[0]. They're ARM SOCs which | puts them at a disadvantage for gaming, but the form | factor does exist. If you need a lot of high-power AI | compute and are willing to tinker with it, you can't beat | CUDA on ARM. | | Again though - there's a reason these are sold as devkits | and not products. Every YC-backed roach from here to | Mississippi is going to spend their next half-decade | trying to get your data/money for a machine learning | product. Nvidia knows it's a losing game to sell hardware | instead of services here, so they're arming the | entrepreneurs instead of the consumer. Frankly, I think | it's the right move anyways. People are going to need | scaling compute for decently fast AI inferencing in the | future, and Nvidia can keep that scaling curve under | their thumb. Hell, I wouldn't be surprised if there are | Nvidia execs suggesting that they abandon the gaming | market altogether just to focus on more lucrative | AI/datacenter customers. | | [0] https://store.nvidia.com/en- | us/jetson/store/?page=1&limit=9&... | hanniabu wrote: | > they are going to look better than movies. | | Movies will be made with this stuff. No expensive actors, sets, | or long editing times that come with traditional animations. | HellDunkel wrote: | As far as i understand the neural engine is trained on texture | BRDFs which are too memory intensive for most rendering usecases | (offline & realtime). The hierarchical model delivers sub-pixel | accuracy outperforming mipmaps. So far so good but this is no | replacement to tracing a ton of rays. Temporal stability and | versatility is questionable. Will be interesting to see how this | compares to Unreals Substrate. | low_tech_love wrote: | Cool, but I'm sure there must be some better link for this | material. Quote from a YouTube comment: _Now if we could only get | text to speech from "OK" to "blows you away", instead of "your | drunk uncle talking from down an empty well"_ | miohtama wrote: | I thougt AI today could do better than this. Sounds like 80s | speech synth. Even Dr Sbaitso was better. | boulos wrote: | Some of the results on https://rhasspy.github.io/piper-samples/ | are super impressive (via https://www.home- | assistant.io/blog/2023/04/27/year-of-the-vo...). | etiam wrote: | I'm going to have to defer to Louis CK on that one | | https://www.youtube.com/watch?v=PdFB7q89_3U | washadjeffmad wrote: | https://beta.elevenlabs.io/ | | I've been playing with TorToiSe and other emerging local | projects with voice cloning, but ElevenLabs is so far ahead | that it's the only one I've considered promoting to clients. | WithinReason wrote: | Very impressive results I would say. Link to paper: | https://research.nvidia.com/labs/rtr/neural_appearance_model... | Similar one, about texture compression: | https://research.nvidia.com/publication/2023-08_random-acces... | etiam wrote: | Do we anyone here who feels qualified to comment on how much | more it would take to run the process backwards and de-render a | stream of general footage scenes to a compact, nearly lossless | format for transmission or storage? | andybak wrote: | Thank you for the non-video link. When I'm on HN it's because | I'm expressly in a reading mode. I do enjoy videos but not when | I'm browsing here. | ulnarkressty wrote: | > equal contribution, order determined by a rock-paper-scissors | tournament. | | I hope to see more and more bizarre ways of picking the author | order on these kind of papers. | codetrotter wrote: | I want to see one where it says | | > equal contribution, three of the authors are the real | authors, the other seven names were generated by an AI | TOMDM wrote: | Why? | kasperni wrote: | From the paper | | -------------- | | Our system is running on Direct3D 12 using hardware-accelerated | ray tracing through DirectX Raytracing (DXR). All results are | generated on an NVIDIA GeForce RTX 4090 GPU at resolution 1920 x | 1080 | andrewmcwatters wrote: | I think graphics technology has already "arrived" for the most | part. There's tons of stuff that surpasses what Crytek did that | blew away the industry 16 years ago, but a lot of that wasn't | just technology, it's that they had world-class artists. | | If you go back to that game today, there's a lot you can nitpick, | but I think the biggest problem that remains today is that it's | still extremely labor intensive to make assets. | | At Planimeter, I worry more about asset creation turnaround time | than anything else. I worry about it more than the tech we write, | I worry about it more than fiction writing, or audio engineering. | Just nothing else compares. | | It's the most expensive part of any game development pipeline, | and yet industry-wide accessible photogrammetry is half-backed, | and it also doesn't help hobbyists who do 2.5D or 2D work. | | So yeah, this neural engine stuff is superphenominal, for people | who care about PBR workflows and photorealistic pipelines. This | is obviously the most computationally complex work that can be | addressed today, anyway, which I appreciate. | | But the people who can actually access and harness that tech is | just so absolutely tiny. I guess I just care a lot about this one | particular sector of the industry where you have these world- | class bedroom professionals who become studio professionals and | Unreal and Nvidia are probably the only orgs in the world who | cater to them, but for some reason I have to put in a lot of | effort to articulate why what we have today, despite being so | much more powerful than what we've had 20 years ago is less | accessible and less functional and less empowering than what we | had then. | | I think it's primarily the labor factor in artwork, but also | accessible engine tech today is actually worse than what we were | using then, simply because no one really uses the id Tech family | of engines anymore besides the most modern incarnations of them, | and even to this day no class of engine compares to old versions | of id Tech. Not even Unreal, by a long shot, despite having | industry leading rendering capabilities. Everything else about | that engine is half-baked or unusable. | Animats wrote: | Good point. | | I would have liked to see examples of human skin, and of cloth. | That's hard and important. Rendering the perfect cheese grater | and glazed pot is nice, but really, not that important. | | Most of the hard problems in graphics today involve scale. | Epic's Nanite texture compression system is impressive, but | about 60% of the work has to be done in CPUs because GPUs don't | have the right stuff for it. And Nanite is still just for rigid | objects. Crowds of individually dressed people are still tough | to render fast. | | NVidia put in ray-tracing hardware into GPUs. It's not used | much in games. NVidia was angry with reviewers who just ignored | their ray-tracing hardware in reviews. The reviewers were not | wrong. | | And could we please have good hardware support for order- | independent translucency? That should be standard. Then we can | get rid of depth sorting of faces, which never works right. | mmcconnell1618 wrote: | I wonder how much AI models can help. If they are trained on | enough real world content, they should be able to produce rough | models based on descriptions: "Generate a tropical island about | 5km in width by 10km length with an active volcano in the | center" and then then the artists adjust/massage as needed. | T-A wrote: | https://analyticsindiamag.com/raja-koduri-gives-a-sneak- | peek... | kman82 wrote: | The day vr looks like avatar is the day I buy a vr headset | [deleted] | xwdv wrote: | This is the climax of 3D graphics rendering!! | est wrote: | https://research.nvidia.com/labs/par/Perfusion/ | | this gets less attraction, but I think it could be the next hit | after LoRA. | joering2 wrote: | If you see progress of graphics design in the last 40 years, do | you have any idea what would be considered a "progress of | graphics design" in the year 2100 ? | | I mean seriously, it looks like in the next maybe 5-15 years, GPU | will be able to render graphics that even another GPU wouldn't be | able to distinguish whether its real or fake. | clnq wrote: | Finally -- a use for the Rockwell Retro Encabulator. | whyenot wrote: | I still don't understand what the function is of the sinusoidal | dingle arm. | eljost wrote: | The audio also reminded me of the Fallout games. ___________________________________________________________________ (page generated 2023-05-06 23:00 UTC)