
MrMister
400 posts




Steam has broken its concurrent player count record for a second time in four months. tpu.me/h9pw






Resident Evil Requiem uses path traced lighting, which is THE gold standard in lighting accuracy. If DLSS 5 offers more accurate lighting, why is it showing such drastically different lighting results vs path tracing, which is already accurate? 🤔 Is DLSS 5 potentially highly stylising, glamourising or dramatising the lighting for added impact, at the cost of authenticity and accuracy? Again, we're seeing completely different lighting in areas vs a path traced game; shadowed areas now much brighter and more specular, often losing the moody atmosphere you'd expect from an overcast, wet, glum day with low light and a train track overhead limiting light further, different facial lighting with a weird glow around faces too, new highlights on hair, faces etc. My suspicion is that like with faces, DLSS 5 isn't actually necessarily always more accurate, but instead averaging to what it thinks might be, based on its LLM/data parameters. Thus ironically potentially exaggerating lighting in areas, to being less, not more accurate, and losing some artistic value while doing so. Perhaps @digitalfoundry could answer or investigate. In other non path traced games, differences in lighting are naturally more stark, where with games like Starfield, entire shadows from clothing disappear with DLSS 5, like from the cap in this video example.




















It looks like DLSS 5 was an AI-gen filter after all. YouTube Creator “Daniel Owen” asked Nvidia some questions regarding DLSS 5 and if it essentially just takes a single 2D frame with motion vectors as input to generate the output frame. The amount of buzz words Jensen Huang said like; Neural Rendering, Content-Control Generative AI and generative control at the geometry level just to end up admitting that DLSS 5 is what everyone suspected; an AI filter on top of your video-games.











