Comment on Nvidia Announces DLSS 5, and it adds... An AI slop filter over your game

kromem@lemmy.world ⁨3⁩ ⁨days⁩ ago

Important details from a post-demo writeup:

During the demo, the DLSS research talked through the level of granularity available. Developers don’t just get an on/off switch. They get intensity controls that can be dialed anywhere, not just full strength. They get spatial masking, so they can set the water enhancement to 100%, wood to 30%, characters to 120%, all independently within the same scene. They get color grading controls for blending, contrast, saturation, and gamma. All of this runs through the existing SDK, which means studios already using DLSS and Reflex have a familiar pipeline to work with.

The demo showing the tech running at 100% is not going to look the same as full games built with it over the next year before release.

Another thing to keep in mind is that the only thing it’s changing is the lighting effects. The models aren’t changing at all (even when this looks hard to believe).

Yes, at full strength the effect at times looks pretty bad (anyone remember when devs could suddenly use bloom effects and entire games looked like Vaseline was smeared across the screen?). But it’s not going to be flipped on at 100% across the board for most games.

My guess looking at the demos so far is that a lot of material lighting like stone, metal, etc will have it at higher strengths and characters, particularly faces/skin, will have it considerably lower (the key place where it’s especially uncanny valley).

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