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Merge branch 'dev/nkendallbar/docs-releasenotes' into 'main'
tweak release note for nrc See merge request lightspeedrtx/lightspeed-kit!882
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CHANGELOG.md

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### Changed
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- Improved the documentation layout and contents
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- Fixed changelog formatting
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- Tweaked release notes
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### Fixed
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- Fixed tests for the `omni.flux.validator.mass.widget` extension

docs/remix-releasenotes.md

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Please note, the Transformer model is a slightly heavier network than the CNN model. As a result, we’ve opted to automatically default to the CNN model at the “Low” and “Medium” presets to ensure people who are looking to claw back any performance on the table can secure it.
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**Neural Radiance Cache:**
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NRC is a neural shader that estimates more accurate indirect light more performantly. While you play, a grid of tiny neural networks in screen and world space train live on your game session, tailoring their approach to the content you are seeing in real time. Paths from lights are traced for 1-2 bounces before being stored in the radiance cache of the network, at which point a multitude of additional bounces are inferred by AI. Because fewer bounces are calculated and are instead inferred, NRC improves performance in Half-Life 2 RTX by 15%.
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NRC is a neural shader that estimates more accurate indirect light more performantly. While you play, a grid of tiny neural networks in world space train live on your game session, tailoring their approach to the content you are seeing in real time. The Remix pathtracer traces an extra, smaller set of long training ray paths that record radiance observed at each bounce to train the NRC with. Regular per-pixel ray paths then terminate earlier, generally at 2-3 bounces, at which point an indirect radiance from a multitude of additional bounces is inferred by AI. Because fewer bounces are calculated for the vast majority of ray paths (and are instead inferred), NRC improves performance in Half-Life 2 RTX by 15%.
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It offers three graphical settings with tradeoffs between performance and indirect lighting accuracy: Medium, High, and Ultra.
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