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More details "incorporates additional engine data" (materials & geometry so looks like it probably wants to consume your fat g-buffer) & "high frequency sampled rays" showing independent internal-res history buffer for noisy RT samples. youtu.be/sGKCrcNsVzo
Seems like DLSS 3.5 RR is your GI solution (check out the significant different to CP77 example once you're using AI RR for that specular/bounce lighting rather than denoising such effect via current RT Overdrive mode).

The more I've looked at this outline of the RR technique, the more it looks like a major departure from DLSS & into something a lot closer to the RTXDI+RTXGI complete lighting solution that nVidia are offering for PT in CP77 (etc).
Handing low res aliased fat g-buffer scene info & sparse ray results from which the DL infers the full scene lighting results (think the best denoiser you've ever seen, ingesting your g-buffer to aid reconstruction) while also doing full upscaling, frame-gen, & AA.