Jacob Freeman

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Jacob Freeman

Jacob Freeman

@GeForce_JacobF

GeForce Evangelist at NVIDIA. DLSS Devotee and RTX Remix Reverent. Possibly related to Gordon. 😊

California, USA انضم Ekim 2009
2.7K يتبع34.4K المتابعون
Jacob Freeman
Jacob Freeman@GeForce_JacobF·
Volumetric fog in Q3Tourney5 looks awesome in Quake III RTX Mod, great work by @WoodBoy2908 😀 This was one of the few original Q3 maps that had dense fog.
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Jacob Freeman
Jacob Freeman@GeForce_JacobF·
Nice! Here comes an RTX Remix mod for Re-Volt appropriately titled RTX Volt! 😀 Loved this game. Still early work in progress from modder 'Entity' 👍 moddb.com/mods/rtx-volt-…
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Oliver Mackenzie
Oliver Mackenzie@oliemack·
Here's some of the DLSS 5 material we saw in the demos but didn't get a chance to film. Here I think you can see the strengths of DLSS 5 - reflections become much more attractive. Starfield doesn't have great lighting to begin with, so the differences can be profound.
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Jacob Freeman
Jacob Freeman@GeForce_JacobF·
@pixelfondue It actually works exactly this way. This is why you get improved occlusion, improved (or in some cases added) reflections, etc.
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Pixel Fondue
Pixel Fondue@pixelfondue·
@GeForce_JacobF Dude, it's not computing subsurface scattering. It's approximating pixel colors based on it's training. Just fucking stop it. There's no 'material/light' interatction. It doesn't know what materials or lights are. Just colors and motion vectors.
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Jacob Freeman
Jacob Freeman@GeForce_JacobF·
DLSS 5 off vs on example in Zorah, check out the improved occlusion, shadowing and material detail
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IceStorm
IceStorm@IceStorm·
@GeForce_JacobF This one looks like you moved the light source up in the air to reduce the lighting on the leaves closer to the ground. As a consequence, the upper floor is now brighter.
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Jacob Freeman
Jacob Freeman@GeForce_JacobF·
One more, of Mr. Lizard here 🦎 Objects in background look a lot more grounded, better shadowing and more realistic looking foliage 👍
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Jacob Freeman
Jacob Freeman@GeForce_JacobF·
Another example here, leaves with proper subsurface scattering and improved material/light interaction.
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Jiayin Cao
Jiayin Cao@Jiayin_Cao·
I'd like to share @DaqiLin and I co-authored a chapter in the latest GPU Zen 4 book. We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year. The book is now available on Amazon.
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Bepboprobot
Bepboprobot@Bepboprobot·
@AncientGameplay I believe the on/off toggle in-game caused stutters so they opted out for a dual setup, but it's guessing. We don't know. But they confirmed 1 GPU handles it already with the goal of bringing it to all 50-series cards. I find it just interesting that you do not seem interested.
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Ancient Gameplays
Ancient Gameplays@AncientGameplay·
The Amount of people that think that people having an opinion about DLSS 5 are in a "war" of "AI lovers" vs "AI haters" is insane. DLSS 5 is not ready yet. Period. No even mentioning performance, Graphically wise, with the standard mode shown it looks bad in most cases and shows the same "Standard lighting" for every single scenario. NOW, it can evolve into something GOOD if tweaked and controlled to some extent. Remember this is a generative AI "filter" (confirmed by Jensen Huang), so it needs to be well tweaked, otherwise there will be lots of inconsistencies, especially regarding artistic visions, it is GENERATIVE AI after all. It can get quite good though, time will tell! youtube.com/watch?v=nHrn_4…
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Jacob Freeman
Jacob Freeman@GeForce_JacobF·
@fixheartsordie The only thing that is changed, is lighting and material interaction with light. Ex: how light penetrates skin/subsurface scattering, occlusion, hair interaction with light, etc.
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fix your hearts or die
fix your hearts or die@fixheartsordie·
@GeForce_JacobF What do you mean by "original assets unchanged" and "control over DLSS 5's effects"? Does DLSS 5 inject its own assets built off algorithms and developers have - boiling it down - a slider that they can adjust the fidelity of? It's clear something is being generated here.
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Jacob Freeman
Jacob Freeman@GeForce_JacobF·
DLSS 5 in Hogwarts Legacy! Original assets unchanged, and developers have detailed control over DLSS 5's effects to ensure they maintain the aesthetic. This includes intensity, color grading and masking 👍
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Tom's Hardware
Tom's Hardware@tomshardware·
We got a first look at Nvidia's DLSS 5 and the future of neural rendering at GTC — the results can be impressive, but there's work to do tomshardware.com/pc-components/…
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PCMag
PCMag@PCMag·
Plenty of unknowns circle around Nvidia's upcoming DLSS 5, just announced and demoed at GTC 2026. That said, it looks to offer the biggest leap in graphics we've seen in a long while. Read more on PCMag 👉️ bit.ly/4bugeeG
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THE RED DRAGON
THE RED DRAGON@TheRedDragon·
They’re really trying to gaslight you into not believing your own eyes and telling you this is completely different geometry and a different person that looks worse Imagine being mad at this 😂 DLSS 5
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David Jaffe
David Jaffe@davidscottjaffe·
There is no doubt I come across as mister contrarian. But that's prob because I think most people on gaming twitter are mister performative. I think this shit is cool. NVIDIA has already said if devs want to they can have it so their games don't use it. It's simply another option for devs and- frankly- given how much some people demand bleeding edge visuals- it seems a nice leg up for some AA teams (who have games that are better than AAA but don't have the budget for that visual fidelity).
SCOMO@JizaLoop

@davidscottjaffe Check out the new DLS5 is the most important tech that happened in gaming this decade, cancel all other topics they don’t matter at all

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