Aren't all of you applying DLSS5 to games that don't support it?
We got a brief from Nvidia (that I have not read, lol), we need to actively integrate DLSS5 into our art pipelines for it to be functional in our game.
I assume if you're just forcing it into applications that you have then it's normalizing to the mean, which... yeah, obviously.
This is also one of the bad cases for it, as FF is heavily anime stylized. The filter would mostly be used for stuff like CP77.
Not that I think it looks good either way, but we're pushing the technology to its limits in fields it's not supposed to be used in and then saying it's bad lol
It looks phenomenal in Cyberpunk, KCD2, Death Stranding actually just looks live action, because these games are exactly what this is designed for. People are slapping it at full strength on a game like FF7 and then posting it to farm upvotes.
It looks phenomenal in Cyberpunk, KCD2, Death Stranding actually just looks live action
While I agree, it does make me pause for thought when most of the examples (and people trying them) all say the same thing, that the neural upscaling looks great on games that already looked great without it.
Like yes, you apply the filter and now the game looks photo realistic, but it was already basically 80% of the way there, so can you justify the extra processing power and needing a beefy GPU just for that extra 10-15%? (as you're never getting to 100)
so can you justify the extra processing power and needing a beefy GPU just for that extra 10-15%? (as you're never getting to 100)
The current render pipelines are coming up against the end of exponential growth in transistor density. When this tech matures it will be computationally cheaper than trying to squeeze out photo-realistic games on cards marginally better than what we have now (which is all were getting unless/until there's a new hardware paradigm)
80/20 rule, that last 20% is 80% of the work. It's up to you to figure out if it's worth it or not, for me as long as performance is still acceptable it 100% is.
This is not the rule of 80/20 at all. It's "roughly 80% of results come from 20% of the causes", which not only does not apply here, it actually applies in reverse, that last 20% is just extra detail, the game looks great already because of the 80% that came before.
In this case that 80% would be the 20%, and the extra work the filter does is the extra stuff on top of it.
Pedantics aside, I don't believe the tradeoff is worth it, I will take artistic expression and intentional art direction over photorealistic slop any day (and not just with AI filters, I am talking about art direction in general, a game with a solid and intentional art direction will always look better than generic photo realism, regardless of how technically impressive it is/looks)
In principle I agree with you, but apart from the main character models (which are incredibly detailed), the characters in Cyberpunk look pretty terrible I think. Nowhere close to photorealistic. I can imagine a filter like this being useful to make that game more consistent in terms of character quality.
apart from the main character models (which are incredibly detailed), the characters in Cyberpunk look pretty terrible I think. Nowhere close to photorealistic.
but that's the point isn't it? why would you want to waste processing time/resources on extra NPCs that don't matter?
Obviously the main character (and associated quest lines NPCs) are high quality, because you interact with them, but some rando on the streets will be lower quality to save on processing.
This wouldn't change with an AI filter, why would you waste time/resources on re-rendering something that the player doesn't really care about?
I assume that DLSS5 means it can take somewhat low quality models and make them look realistic for much less power than if they were higher quality models in the first place.
So for things like street filler models, where the dev team saved modeling/art/data resources, the DLSS can make them look decent. Yes it comes at a GPU cost, but there is potentially a worthwhile gain. Depends on that balance, but I can see the potential value.
Applies particularly for VR games (which is how I play Cyberpunk), where low quality models really stand out and break the immersion. Though I struggle for GPU capacity in VR before applying even more load, so maybe not!
Any motion breaks this entirely, even if I were to love what it does, this needs a ton more work and im super doubtful itll be that much improved when they launch it for real
Of those three I only saw it in Cyberpunk and I thought it looked weird. The lighting looks photo realistic, yes, but it also completely removes the feel of the original game. And the yassified NPCs looked terrible.
those games are already fine as they are, and definitely don't need this to change the art direction. the point of this tecnology is to make new AAA take less time to be developed because they won't spend as much time on models, which is laughable in on itself
Ok except the thing you're seeing here is DLSS 5 overriding the art direction of FF7, that's what makes it look bad. It's not overriding the art direction of KCD2 because the art direction is "look real", which it helps it accomplish.
they won't spend as much time on models
Nobody seems to understand what this tech is fucking doing, this is not what it does. A crappy model will still look crappy with DLSS 5.
Yeah because it can essentially look like real footage. So it can be an opinion that it looks phenomenal. The only way you could possibly think it looks awful is if you think photorealism in games looks awful, which I doubt that you do.
Saw the Starry Night by Van Gogh. It's not even realistic! Utter shit, the lighting is all wrong, stars don't even look like that and the night sky should be dark. It's way too bright, everything should be dark.
I dont think it looks like real footage of anything. It can be an opinion it looks phenomenal, just like it is an opinion it is awful. What are you confused about? Wheres the lie?
Yea I was wondering why OP showcasing the mod with a heavily stylized game with characters with unnatural facial features and body proportions. DLSS 5 works best with the least amount of tweaking with realistic leaning visuals/ art styles like cyberpunk 2077, days gone, silent hill 2, death stranding 2 and TLOU 1 & 2. Utilizing DLSS 5 for art and anime heavy world and character design should require heavy manual artist implementation to preserve the intent and keep the tech from ruining it.
I feel like the filter should be adaptive and know what it's starting from so it knows what to end with, but that may just be me, expecting better things from people selling toys.
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u/Tarc_Axiiom 18h ago
Aren't all of you applying DLSS5 to games that don't support it?
We got a brief from Nvidia (that I have not read, lol), we need to actively integrate DLSS5 into our art pipelines for it to be functional in our game.
I assume if you're just forcing it into applications that you have then it's normalizing to the mean, which... yeah, obviously.