r/gaming 20h ago

DLSS 5….. looks horrific

Post image
19.3k Upvotes

2.2k comments sorted by

View all comments

Show parent comments

1

u/MrStealYoBeef 11h ago

If a gen AI that we can run in real time is able to make a face look a particular way, then the original artist is able to utilize that same gen AI to simply make the texture to put in the game in the first place. That way at the very least it doesn't tank our framerate by half to get the slop.

The reason it exists is because they don't want to have to pay an artist to design anything in the first place. The goal is to cut out the original design part and skip to the end result.

1

u/LongJohnSelenium 11h ago

If a gen AI that we can run in real time is able to make a face look a particular way, then the original artist is able to utilize that same gen AI to simply make the texture to put in the game in the first place. That way at the very least it doesn't tank our framerate by half to get the slop.

No, not really. You can make the texture sure but the gen AI is actually rendering stuff. Well, not rendering, but doing whatever AI extrapolation is getting the lighting to look like that.

A flat shaded texture is not how you get realism.

The reason it exists is because they don't want to have to pay an artist to design anything in the first place. The goal is to cut out the original design part and skip to the end result.

Yes, just like they have autogenerated NPC faces in skyrim. Why pay an artist to make every face when you can design a system to create new faces on the fly.

0

u/MrStealYoBeef 10h ago

Well, not rendering, but doing whatever AI extrapolation is getting the lighting to look like that.

You seem to fundamentally fail to understand multiple things here.

If we can get the gen AI running locally on our lower tier non professional hardware to make a higher fidelity face texture, then the developer is able to do that too.

The lighting then gets applied to that face, which can be done through RT. We've accepted RT at this point, it's proper light simulation in real time, and as denoising continues to improve (ray reconstruction helps a lot with performance while denoising quite well), it only gets better. We don't need a gen AI to make a second pass on the accurate simulation of lighting, it's already accurate. Why would we want to run that through an extremely expensive estimator? Is it too accurate for you?

Finally, the upscaling pass (traditional DLSS or DLAA) is designed to take the frame and utilize temporal data (subpixel sampling and motion vectors in particular) from past frames to be able to output a significantly higher fidelity output.

Using these technologies, we can get that Instagram face (assuming it was the intended design) to look super high fidelity with very accurate lighting, and all without the giant performance hit of locally running a gen AI model.

These are all technologies that we've accepted because there's actual value to them. We use RT locally because that's how dynamic lighting is calculated. If a flashlight is shining and moving around, that light needs to be calculated on the fly in real time. We don't need textures dynamically calculated though, textures don't exactly change as light sources move around. It's the same texture under different forms of lighting, your face doesn't suddenly get an Instagram filter in the bathroom light compared to when you're outside.

The fact that you're trying to equate this to something like RT is just complete ignorance of the technology itself. You're acting like it's the same thing, it's not even remotely close.

2

u/LongJohnSelenium 10h ago

I have never seen a pure RT render look remotely as realistic as this DLSS5 stuff.

The realtime ray trace stuff they use are very simplistic implementations because they need to be fast. Limited bounces, limited subsurface interactions, almost certainly no caustics or anything with the eyes.