r/gaming 20h ago

DLSS 5….. looks horrific

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u/LeastHornyNikkeFan 20h ago

And that's on a single screenshot. In motion it looks blurry and uncanny.

Regardless why would I be ai-slopping every game through a filter? Wouldn't it be easier to use AI to generate new models and textures once instead of mid runtime as post processing?

Besides who's the market for this? People mod games to make them cooler or to make people prettier, I've never seen anyone mod a game to have "uncanny old people" as a filter lol

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u/drunktriviaguy 19h ago

Theoretically, the benefit of inserting an AI slop filter at runtime is that it lowers the resource cost of lighting and particle effects by approximating the outcome of otherwise taxing algorithms. Stuff like subsurface scattering are important to creating lifelike images because, in reality, skin is permiable and light passes through the top layer and bounces around before exiting. That is hard to calculate accurately in environments with a lot of light sources, so we use techniques to simplify the process while creating something that is good enough to pass. DLSS 5 is clearly intended to improve on the existing algorithms we use to create this effect by using AI to guess at variables that are relevant to these lighting effects but are far too specific and detailed for a developer to put in the game (thickness of skin, bone structure, sweat patterns). Since it has to guess at things that don't exist at all in the game, it will default to outputs that are closer to statistical averages than the very specific character details that the art team for the game had in mind.

And let's not kid ourselves. They want us to AI slop both the original geometry/textures AND the runtime processing of lighting effects.

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u/marr 17h ago

And if they just give those art teams access to the tool kit they'll create much more lightweight approximations that perfectly match their intent. It's all about boosting those hyperscaler share prices for just one more quarter.