Deep Learning Super Sampling

Deep Learning Super Sampling

Deep Learning Super Sampling (DLSS) is a suite of real-time deep learning image enhancement and upscaling technologies developed by Nvidia that are available in a number of video games. The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings or frame rates for a given output resolution, depending on user preference. All generations of DLSS are available on all RTX-branded cards from Nvidia in supported titles. However, the Frame Generation feature is only supported on RTX 40 series GPUs or newer and Multi Frame Generation is only available on 50 series GPUs. == History == Nvidia advertised DLSS as a key feature of GeForce RTX 20 series GPUs when they launched in September 2018. At that time, the results were limited to a few video games, namely Battlefield V, or Metro Exodus, because the algorithm had to be trained specifically on each game on which it was applied and the results were usually not as good as simple resolution upscaling. In 2019, Control shipped with ray tracing and an image processing algorithm that approximated DLSS, which did not use the Tensor Cores. In April 2020, Nvidia advertised and shipped an improved version of DLSS named DLSS 2 with driver version 445.75. DLSS 2.0 was available for a few existing games including Control and Wolfenstein: Youngblood, and would later be added to many newly released games and game engines such as Unreal Engine and Unity. This time Nvidia said that it used the Tensor Cores again, and that the AI did not need to be trained specifically on each game. Despite sharing the DLSS branding, the two iterations of DLSS differ significantly and are not backwards-compatible. In January 2025, Nvidia stated that there are over 540 games and apps supporting DLSS, and that over 80% of Nvidia RTX users activate DLSS. In March 2025, there were more than 100 games that support DLSS 4, according to Nvidia. By May 2025, over 125 games supported DLSS 4. The first video game console to use DLSS, the Nintendo Switch 2, was released on June 5, 2025. Nvidia announced DLSS 4.5 at CES 2026. In January 2026, Nvidia stated that over 250 games and applications support Multi Frame Generation. On March 16, 2026, at GTC 2026, Nvidia CEO Jensen Huang presented DLSS 5, a real-time AI model based on neural rendering that realistically enhances lighting and material surfaces at up to 4K resolution while retaining the developer's intended art style. It is planned to release in fall of 2026. In a blog post on its website, Nvidia has announced that DLSS 5 will be available in such games as Assassin's Creed Shadows, Delta Force, Hogwarts Legacy, Naraka: Bladepoint, Phantom Blade Zero, Resident Evil Requiem, Starfield, The Elder Scrolls IV: Oblivion Remastered, and more. On May 31, 2026, Nvidia announced an updated version of Ray Reconstruction for DLSS 4.5 in a blog post, scheduled for release on all RTX GPUs in August of the same year. They said it is designed to better embed spatial awareness into scenes and analyze engine data on movements and lighting conditions, resulting in a sharper, more stable, and less noisy image. === Release timeline === == Technology == === DLSS 1 === The first iteration of DLSS is a predominantly spatial image upscaler with two stages, both relying on convolutional auto-encoder neural networks. The first step is an image enhancement network which uses the current frame and motion vectors to perform edge enhancement, and spatial anti-aliasing. The second stage is an image upscaling step which uses the single raw, low-resolution frame to upscale the image to the desired output resolution. Using just a single frame for upscaling means the neural network itself must generate a large amount of new information to produce the high-resolution output, which can result in slight hallucinations such as leaves that differ in style to the source content. The neural networks are trained on a per-game basis by generating a "perfect frame" using traditional supersampling to 64 samples per pixel, as well as the motion vectors for each frame. The data collected must be as comprehensive as possible, including as many levels, times of day, graphical settings, resolutions, etc. as possible. This data is also augmented using common augmentations such as rotations, colour changes, and random noise to help generalize the test data. Training is performed on Nvidia's Saturn V supercomputer. This first iteration received a mixed response, with many criticizing the often soft appearance and artifacts along with glitches in certain situations; likely a side effect of the limited data from only using a single frame input to the neural networks which could not be trained to perform optimally in all scenarios and edge-cases. Nvidia also demonstrated the ability for the auto-encoder networks to learn the ability to recreate depth-of-field and motion blur, although this functionality has never been included in a publicly released product. === DLSS 2 === DLSS 2 is a temporal anti-aliasing upsampling (TAAU) implementation, using data from previous frames extensively through sub-pixel jittering to resolve fine detail and reduce aliasing. The data DLSS 2 collects includes: the raw low-resolution input, motion vectors, depth buffers, and exposure / brightness information. It can also be used as a simpler TAA implementation where the image is rendered at 100% resolution, rather than being upsampled by DLSS, Nvidia brands this as DLAA (Deep Learning Anti-Aliasing). TAA(U) is used in many modern video games and game engines; however, all previous implementations have used some form of manually written heuristics to prevent temporal artifacts such as ghosting and flickering. One example of this is neighborhood clamping which forcefully prevents samples collected in previous frames from deviating too much compared to nearby pixels in newer frames. This helps to identify and fix many temporal artifacts, but deliberately removing fine details in this way is analogous to applying a blur filter, and thus the final image can appear blurry when using this method. DLSS 2 uses a convolutional auto-encoder neural network trained to identify and fix temporal artifacts, instead of manually programmed heuristics as mentioned above. Because of this, DLSS 2 can generally resolve detail better than other TAA and TAAU implementations, while also removing most temporal artifacts. This is why DLSS 2 can sometimes produce a sharper image than rendering at higher, or even native resolutions using traditional TAA. However, no temporal solution is perfect, and artifacts (ghosting in particular) are still visible in some scenarios when using DLSS 2. Because temporal artifacts occur in most art styles and environments in broadly the same way, the neural network that powers DLSS 2 does not need to be retrained when being used in different games. Despite this, Nvidia does frequently ship new minor revisions of DLSS 2 with new titles, so this could suggest some minor training optimizations may be performed as games are released, although Nvidia does not provide changelogs for these minor revisions to confirm this. The main advancements compared to DLSS 1 include: Significantly improved detail retention, a generalized neural network that does not need to be re-trained per-game, and ~2x less overhead (~1–2 ms vs ~2–4 ms). It should also be noted that forms of TAAU such as DLSS 2 are not upscalers in the same sense as techniques such as ESRGAN or DLSS 1, which attempt to create new information from a low-resolution source; instead, TAAU works to recover data from previous frames, rather than creating new data. In practice, this means low resolution textures in games will still appear low-resolution when using current TAAU techniques. This is why Nvidia recommends game developers use higher resolution textures than they would normally for a given rendering resolution by applying a mip-map bias when DLSS 2 is enabled. === DLSS 3 === Augments DLSS 2 with improved image quality and the introduction of a new motion interpolation feature, called Frame Generation. The DLSS Frame Generation algorithm takes two rendered frames from the rendering pipeline and generates a new frame that smoothly transitions between them. For every frame rendered, one additional frame is generated. DLSS 3.0 makes use of a new generation Optical Flow Accelerator (OFA) included in the Ada Lovelace architecture of GeForce RTX 40 series GPUs and with that is exclusive to them. The new OFA is said to be faster and more accurate than the one already available in previous Turing and Ampere RTX GPUs. === DLSS 3.5 === DLSS 3.5 adds Ray Reconstruction, replacing multiple denoising algorithms with a single AI model trained o

Language Computer Corporation

Language Computer Corporation (LCC) is a natural language processing research company based in Richardson, Texas. The company develops a variety of natural language processing products, including software for question answering, information extraction, and automatic summarization. Since its founding in 1995, the low-profile company has landed significant United States Government contracts, with $8,353,476 in contracts in 2006-2008. While the company has focused primarily on the government software market, LCC has also used its technology to spin off three start-up companies. The first spin-off, known as Lymba Corporation, markets the PowerAnswer question answering product originally developed at LCC. In 2010, LCC's CEO, Andrew Hickl, co-founded two start-ups which made use of the company's technology. These included Swingly, an automatic question answering start-up, and Extractiv, an information extraction service that was founded in partnership with Houston, Texas-based 80legs.

MultiValue database

A MultiValue database is a type of NoSQL and multidimensional database. It is typically considered synonymous with PICK, a database originally developed as the Pick operating system. MultiValue databases include commercial products from Rocket Software, Revelation, InterSystems, Northgate Information Solutions, ONgroup, and other companies. These databases differ from a relational database in that they have features that support and encourage the use of attributes which can take a list of values, rather than all attributes being single-valued. They are often categorized with MUMPS within the category of post-relational databases, although the data model actually pre-dates the relational model. Unlike SQL-DBMS tools, most MultiValue databases can be accessed both with or without SQL. == History == Don Nelson designed the MultiValue data model in the early to mid-1960s. Dick Pick, a developer at TRW, worked on the first implementation of this model for the US Army in 1965. Pick considered the software to be in the public domain because it was written for the military, this was but the first dispute regarding MultiValue databases that was addressed by the courts. Ken Simms wrote DataBASIC, sometimes known as S-BASIC, in the mid-1970s. It was based on Dartmouth BASIC, but had enhanced features for data management. Simms played a lot of Star Trek (a text-based early computer game originally written in Dartmouth BASIC) while developing the language, to ensure that DataBASIC functioned to his satisfaction. Three of the implementations of MultiValue - PICK version R77, Microdata Reality 3.x, and Prime Information 1.0 - were very similar. In spite of attempts to standardize, particularly by International Spectrum and the Spectrum Manufacturers Association, who designed a logo for all to use, there are no standards across MultiValue implementations. Subsequently, these flavors diverged, although with some cross-over. These streams of MultiValue database development could be classified as one stemming from PICK R83, one from Microdata Reality, and one from Prime Information. Because of the differences, some implementations have provisions for supporting several flavors of the languages. An attempt to document the similarities and differences can be found at the Post-Relational Database Reference (PRDB). One reasonable hypothesis for this data model lasting 50 years, with new database implementations of the model even in the 21st century is that it provides inexpensive database solutions. == Data model example == In a MultiValue database system: a database or schema is called an "account" a table or collection is called a "file" a column or field is called a field or an "attribute", which is composed of "multi-value attributes" and "sub-value attributes" to store multiple values in the same attribute. a row or document is called a "record" or "item" Data is stored using two separate files: a "file" to store raw data and a "dictionary" to store the format for displaying the raw data. For example, assume there's a file (table) called "PERSON". In this file, there is an attribute called "eMailAddress". The eMailAddress field can store a variable number of email address values in a single record. The list [[email protected], [email protected], [email protected]] can be stored and accessed via a single query when accessing the associated record. Achieving the same (one-to-many) relationship within a traditional relational database system would include creating an additional table to store the variable number of email addresses associated with a single "PERSON" record. However, modern relational database systems support this multi-value data model too. For example, in PostgreSQL, a column can be an array of any base type. == MultiValue Basic Language == Multivalue Basic (now commonly styled as mvBasic) is a family of programming languages more or less common (and portable) to all the multivalue databases derived from the original Pick Operating System. The variations between implementations are known as flavours. The language originates from Dartmouth Basic and the earliest implementation of PickBASIC (now D3 FlashBasic). Over time various customisations and extensions have been added to take advantage of capabilities added to the different flavours while staying mainly in sync. mvBasic statements and functions are designed to access and take advantage of the multivalue database model and providing the usual capabilities of most modern languages. For example, cryptography and communications. mvBasic is typeless and lends itself to structured programming techniques. Example code is available but limited. Whilst there are commercial applications and tools available, the multivalue database community has not embraced the open source library/package model to the degree seen with other languages. The typical mvBasic compiler compiles program source to a P-code executable object and runs in an interpreter, with D3 FlashBasic and jBASE being notable exceptions. == MultiValue Query Language == Known as ENGLISH, ACCESS, AQL, UniQuery, Retrieve, CMQL, and by many other names over the years, corresponding to the different MultiValue implementations, the MultiValue query language differs from SQL in several respects. Each query is issued against a single dictionary within the schema, which could be understood as a virtual file or a portal to the database through which to view the data. LIST PEOPLE LAST_NAME FIRST_NAME EMAIL_ADDRESSES WITH LAST_NAME LIKE "Van..." The above statement would list all e-mail addresses for each person whose last name starts with "Van". A single entry would be output for each person, with multiple lines showing the multiple e-mail addresses (without repeating other data about the person).

Czekanowski distance

The Czekanowski distance (sometimes shortened as CZD) is a per-pixel quality metric that estimates quality or similarity by measuring differences between pixels. Because it compares vectors with strictly non-negative elements, it is often used to compare colored images, as color values cannot be negative. This different approach has a better correlation with subjective quality assessment than PSNR. == Definition == Androutsos et al. give the Czekanowski coefficient as follows: d z ( i , j ) = 1 − 2 ∑ k = 1 p min ( x i k , x j k ) ∑ k = 1 p ( x i k + x j k ) {\displaystyle d_{z}(i,j)=1-{\frac {2\sum _{k=1}^{p}{\text{min}}(x_{ik},\ x_{jk})}{\sum _{k=1}^{p}(x_{ik}+x_{jk})}}} Where a pixel x i {\displaystyle x_{i}} is being compared to a pixel x j {\displaystyle x_{j}} on the k-th band of color – usually one for each of red, green and blue. For a pixel matrix of size M × N {\displaystyle M\times N} , the Czekanowski coefficient can be used in an arithmetic mean spanning all pixels to calculate the Czekanowski distance as follows: 1 M N ∑ i = 0 M − 1 ∑ j = 0 N − 1 ( 1 − 2 ∑ k = 1 3 min ( A k ( i , j ) , B k ( i , j ) ) ∑ k = 1 3 ( A k ( i , j ) + B k ( i , j ) ) ) {\displaystyle {\frac {1}{MN}}\sum _{i=0}^{M-1}\sum _{j=0}^{N-1}{\begin{pmatrix}1-{\frac {2\sum _{k=1}^{3}{\text{min}}(A_{k}(i,j),\ B_{k}(i,j))}{\sum _{k=1}^{3}(A_{k}(i,j)+B_{k}(i,j))}}\end{pmatrix}}} Where A k ( i , j ) {\displaystyle A_{k}(i,j)} is the (i, j)-th pixel of the k-th band of a color image and, similarly, B k ( i , j ) {\displaystyle B_{k}(i,j)} is the pixel that it is being compared to. == Uses == In the context of image forensics – for example, detecting if an image has been manipulated –, Rocha et al. report the Czekanowski distance is a popular choice for Color Filter Array (CFA) identification.

MetaMask

MetaMask is a software cryptocurrency wallet developed by ConsenSys for interacting with the Ethereum blockchain and other EVM-compatible networks. It enables users to manage Ethereum accounts and connect to decentralized applications (dApps) via a browser extension or mobile app. As of early 2026, MetaMask reports over 100 million users worldwide. == Overview == MetaMask allows users to store and manage private keys, send and receive Ethereum-based cryptocurrencies and tokens (including ERC-20 and ERC-721 standards), broadcast transactions, and interact with dApps. dApps connect to the wallet via JavaScript interfaces, prompting users to approve signatures or transactions. The wallet features MetaMask Swaps, an in-app token swap aggregator sourcing liquidity from multiple decentralized exchanges (DEXs), with a service fee of 0.875%. In 2025, MetaMask introduced the MetaMask Rewards program (initially mobile-only), where users earn points for activities such as swaps, bridging, and referrals. Season 1 (October 2025 – January 2026) distributed over $30 million in Linea tokens and other perks to participants. == History == MetaMask launched in 2016 as open-source software under the MIT license. It initially supported browser extensions for Chrome and Firefox. Mobile versions were in closed beta from 2019 and publicly released for iOS and Android in September 2020. In August 2020, the license changed to a custom proprietary one. MetaMask Swaps launched on desktop in October 2020 and on mobile in March 2021. The Rewards program launched in late 2025 with Linea integration. == Criticism == MetaMask has faced criticism over privacy, including default analytics settings that share some user data (which can be disabled). Its reliance on Infura (acquired by ConsenSys in 2019) has raised concerns about centralization in Ethereum infrastructure. The wallet regularly issues warnings about phishing scams and fake airdrops impersonating MetaMask.

Non-native speech database

A non-native speech database is a speech database of non-native pronunciations of English. Such databases are used in the development of: multilingual automatic speech recognition systems, text to speech systems, pronunciation trainers, and second language learning systems. == List == The actual table with information about the different databases is shown in Table 2. === Legend === In the table of non-native databases some abbreviations for language names are used. They are listed in Table 1. Table 2 gives the following information about each corpus: The name of the corpus, the institution where the corpus can be obtained, or at least further information should be available, the language which was actually spoken by the speakers, the number of speakers, the native language of the speakers, the total amount of non-native utterances the corpus contains, the duration in hours of the non-native part, the date of the first public reference to this corpus, some free text highlighting special aspects of this database and a reference to another publication. The reference in the last field is in most cases to the paper which is especially devoted to describe this corpus by the original collectors. In some cases it was not possible to identify such a paper. In these cases a paper is referenced which is using this corpus is. Some entries are left blank and others are marked with unknown. The difference here is that blank entries refer to attributes where the value is just not known. Unknown entries, however, indicate that no information about this attribute is available in the database itself. As an example, in the Jupiter weather database no information about the origin of the speakers is given. Therefore this data would be less useful for verifying accent detection or similar issues. Where possible, the name is a standard name of the corpus, for some of the smaller corpora, however, there was no established name and hence an identifier had to be created. In such cases, a combination of the institution and the collector of the database is used. In the case where the databases contain native and non-native speech, only attributes of the non-native part of the corpus are listed. Most of the corpora are collections of read speech. If the corpus instead consists either partly or completely of spontaneous utterances, this is mentioned in the Specials column.

Anthem medical data breach

The Anthem medical data breach was a medical data breach of information held by Elevance Health, known at that time as Anthem Inc. On February 4, 2015, Anthem, Inc. disclosed that criminal hackers had broken into its servers and had potentially stolen over 37.5 million records that contain personally identifiable information from its servers. On February 24, 2015 Anthem raised the number to 78.8 million people whose personal information had been affected. According to Anthem, Inc., the data breach extended into multiple brands Anthem, Inc. uses to market its healthcare plans, including, Anthem Blue Cross, Anthem Blue Cross and Blue Shield, Blue Cross and Blue Shield of Georgia, Empire Blue Cross and Blue Shield, Amerigroup, Caremore, and UniCare. Healthlink says that it was also a victim. Anthem says users' medical information and financial data were not compromised. Anthem has offered free credit monitoring in the wake of the breach. Michael Daniel, chief adviser on cybersecurity for President Barack Obama, said he would be changing his own password. According to The New York Times, about 80 million company records were hacked, and there is a fear that the stolen data will be used for identity theft. The compromised information contained names, birthdays, medical IDs, social security numbers, street addresses, e-mail addresses and employment information, including income data. == Theft of the data == The data was stolen over a period of weeks the month before the data breach was discovered. Because no medical information was compromised, Anthem was not required by law to encrypt the data. However, Anthem faced several civil class-action lawsuits, which were settled in 2017 at a cost of $115 million. Anthem did not admit any wrongdoing in the settlement. Data from the attack is expected to be sold on the black market. == Impact == Persons whose data was stolen could have resulting problems about identity theft for the rest of their lives. Anthem had a US$100 million insurance policy for cyber problems from American International Group. One report suggested that all of this money could be consumed by the process of notifying customers of the breach. == Responses == Anthem hired Mandiant, a cybersecurity firm, to review their security systems and advised people whose data was stolen to monitor their accounts and remain vigilant. The theft of the data raised fears generally about the theft of medical information. A writer from Harvard Law School suggested that this data breach might spark reform of security practices and government data safety regulation. An investigation conducted by several state insurance commissioners blames the breach on an attacker whose identity was withheld, and claims that the breach was likely ordered by a foreign government whose name was withheld. It also concluded that Anthem had taken reasonable measures to protect its data before the breach and that its remediation plan was effective at shutting down the breach once it was discovered. It also marks the starting date of the breach as February 18, 2014. The lead investigator was the Indiana Department of Insurance (DOI) -- Anthem's principal regulator, because Anthem is headquartered in Indiana. The Indiana DOI hired independent auditors to conduct a security assessment at Anthem, which concluded, "While deficiencies within Anthem’s cybersecurity posture were noted by the Examination Team, these deficiencies were not, in our experience, uncommon to companies comparable to Anthem in size and scope. While the pre-breach deficiencies impacted Anthem’s ability to reduce the likelihood of and quickly detect the Data Breach, the controls implemented subsequent to the Data Breach should improve Anthem’s ability to detect future breaches and enable Anthem to respond more effectively to a future attack than was the case in this instance." Federal regulators also conducted an investigation of the Anthem data breach, resulting in a $16 million settlement between Anthem and the Department of Health and Human Services (HHS) -- by far the largest HHS data breach settlement. An HHS Director overseeing the investigation said, "The largest health data breach in U.S. history fully merits the largest HIPAA settlement in history. Unfortunately, Anthem failed to implement appropriate measures for detecting hackers who had gained access to their system to harvest passwords and steal people's private information." The HHS settlement also required Anthem to perform a risk assessment and correct any identified deficiencies in its cybersecurity, with HHS oversight of Anthem's progress. Approximately 100 private class action lawsuits were filed against Anthem over the data breach and consolidated in California federal court, in front of Judge Koh, a respected authority in data breach litigation. After contested briefing over who should lead the litigation efforts, Judge Koh appoints Eve Cervantez of Altshuler Berzon and Andy Friedman of Cohen Milstein as co-lead counsel, and appointed Eric Gibbs of Gibbs Law Group and Michael Sobel of Lieff Cabraser to head a Plaintiffs' Steering Committee. In 2017, Anthem agreed to settle the litigation for $115 million, the largest ever data breach settlement at the time. The attorneys requested $38 million in fees for their work on the case, but Judge Koh slashed the fee request, finding that only $31 million in fees were merited.