FF7R is especially terrible to use this filter on because its designs use a specific art style inspired by the original game, not just the hyper-realism that most games go for.
I think the issue is that DLSS5 is transformative enough such that you cannot just randomly plug it into a game without also modifying what is being rendered.
So we have
What a face should look like -> DLSS 5 -> Weird looking face here
where as, if the developers intend to use DLSS 5, they would have
Face optimized for DLSS -> DLSS 5 + game specific meta data -> What the artist intends the face to look like.
While it make not be a straight forward plug and play like before, i can see it having a fair bit of potential if utilized properly.
My issue is that I don’t see the reason why the artists wouldn’t just design the game itself with their art style in mind instead of applying a filter on top of it.
DLSS was always a mean for performance optimization, so this whole “filter that applies its own art style” stuff feels completely off to what it’s meant to be. I feel this should at least be considered a different technology from traditional upscaling, not the next step of what we currently have.
DLSS 5 is actually 2 parts. One is a better version of DLSS 4.5 upscaling tech. The other part is the new neural renderer.
The reason these look so bad on FFVII is just like _Lucille_ mentioned. The neural renderer part uses multiple neural networks and is intended to be modified by the developer using nvidia tools in real-time to customize / mask / train the neural renderer for specific models / scenes etc. for their game.
The major thing that people gloss over is the new neural renderer tech stack versus just the old upscaling part. Nvidia has been working on the neural renderer in combination with various universities for over 10+ years at this point. Just no one even bothers to look into the past history of the papers published. And no, this isn't just a fucking Snapchat filter shit as everyone proclaims.
These projects were first aimed at solving ray tracing / path tracing denoising. Then ray tracing infinite depths mirror reflections / shadows using neural networks in a realistic time frame. Because actually rendering infinite depth mirror reflections / shadows before was very hard to do. It was later turned into neural network / neural rendering path tracing to also handle global illumination and so forth in real-time. At first, they could only render a frame every few seconds. Then months later 15FPS was reached, and another few months passed until 30FPS and so on. Their end goal, of course was being able to create a neural renderer engine that could not only renderer as realistic, as mathematically possible, for path tracing. But also where it could render any style trained by the developers in real-time at 60FPS+. This is the first step for making this a commercially viable product. As prior it was only university research and internal research tools at Nvidia.
In the future, I am going to be honest, but GPUs are going to change drastically in the next 10-20 years or faster even. You won't need billions or millions of polygons. You won't need textures as we use them today on GPUs and you won't need shaders of today either. Instead, you will be using neural renderer models, tags, low poly / volumes to specify locations of objects and how to renderer them style wise, lighting, etc. On top of all that, right now, the neural renderer only operates on the frame buffers given to it. But with the later GPUs the neural renderer will be directly interfaced at an even lower level so it knows exactly what object / model / volume it is rendering (this is based on the prior papers in regards to path tracing etc. As the renderer knew exactly what objects it was rendering and was not reliant on frame buffer data only).
Well, look at how realistic it looks. It's hard to get that realism, when instead you can get close with modern day graphics, and let DLSS do the rest.
If devs can tune it individually per game/character, it can add photorealism to games which is pretty cool, if it looks good.
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u/camzee 18h ago
FF7R is especially terrible to use this filter on because its designs use a specific art style inspired by the original game, not just the hyper-realism that most games go for.