DLSS 5 Neural Rendering for Images & Video with Frame Generation, RTX Video Super Resolution, HDR, and Color Grading
- ai-upscaling
- dlss
- dlss-5
- image-enhancement
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DLSS 5 Neural Rendering for Images & Video with Frame Generation, RTX Video Super Resolution, HDR, and Color Grading
Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible.
A cross-platform 2D game engine
Physical based rendering with Vulkan using glTF 2.0 models
Intrinsic is a Vulkan based cross-platform game and rendering engine. The project is currently in an early stage of development.
Modern and easy-to-use library for Vulkan
AMDNR Neural Rendering on AMD GPUs, built into OptiScaler: model interleave, residual composition, XeSS frame generation up to 6X, FSR Ray Regeneration. Discord: https://discord.gg/AMDNR · Ko-fi: https://ko-fi.com/3zinr DLSS ON AMD
〰📺🔊 Synthesiser audio plugin for making music by drawing objects on an oscilloscope using audio.
Vulkan, OptiX and CUDA Interoperation Modular Rendering Library and Framework for PC/Linux/Android
Native x86-64 Windows loader for Bloodborne (CUSA03173) with native CPU execution, Win32 runtime, and shadPS4-based Vulkan GPU rendering. Based on deadinside28's bbport. Bring your own game dump, no game files are included.
Experimental KytyPS5 U59 with merged shader and renderer fixes; complete sanitized main history and Windows releases.
The repository host gives no description.
Vulkan RTX path tracer with a declarative ES7-like scene description language.
Getting serious about Vulkan development with this modern C++ framework, battle-tested in rapid prototyping, research, and teaching. Includes support for real-time ray tracing (RTX), serialization, and meshlets.
This is an open source, all-in-one, static recompilation project that I built from the ground up for the Xbox 360 Gears of War series. All 4 games have been personally recompiled for use with a fully native renderer by me.
A Vulkan implementation of real-time PBR renderer
Cross-platform C++20 GUI framework featuring MVVM architecture, reactive capabilities, and scalable, accelerated GPU rendering.
Breath of the Wild (Wii U, v1.5.0) statically recompiled to a native Windows program with a Vulkan renderer.
XLE -- the "hackable" 3D game rendering engine
Burnout Revenge recompilation based on RexGlue + standalone Plume render
Afterburner for Vulkan development; Auto-Vk is a modern C++ low-level convenience and productivity layer atop Vulkan-Hpp.
Vulkan library oriented on high speed rendering
Native Windows PC port of The Last of Us Remastered (PS4, CUSA00552). Runs the game’s own x86-64 code on a custom runtime, with PS4 system libraries reimplemented and a Vulkan renderer based on shadPS4. Includes a launcher. No game files included: you need your own copy.
[UNMAINTAINED] A modern cross-platform 3D engine built with Vulkan, glTF 2.0 and modern C++14.