@Yuhang__Hu If there are thousands of girls like that, please show us more photos of different girls who have the same face. It wouldn't be too much trouble, would it?
@Judash137777@nimlot26 But from earlier demos , it seems that adding face references could be an option. And capcom or Hogwarts dev maybe used it because grace face was only one that seems to have changed drastically.Results in different games were very different so it could be.
@Judash137777@nimlot26 So it's all on capcom side, because not all face models were changed , statfield face models stayed consistent. So it depends on how they used it, we don't have it rn so there's not much info on what parameters and data can be added.
After this whole debate about DLSS 5 I came to the conclusion that most of the people talking about it are completely unaware of what they don't know...they're on the peak of ignorance and don't even grasp how little they understand.
They just heard generative AI and like Pavlov's dog they just start drooling thinking it's the same shit as unethical slop image generators...for the love of Christ...go and educate yourself before raging on the internet for no reason.
DLLS 5 is not a prompt based generator...it's not creating stuff based on someone else's images and hallucinates results. It uses the information from the raster to build up a final render frame with the same information but with better lighting and shading...
I'll even give you an example on how much of an impact better shading and lighting has. This is a character I've worked on not long ago. On the left you have a raster render, with some bad shaders. On the right you have a render with raytrace on, a much better shader for both hair and skin. They don't even look like the same person...do they? This is what DLSS5 is doing....getting a result like the one on the right(tbh a lot better) at a smaller cost than actually rendering it.
Still the same geo, same textures, same light sources.
Some of you will go and say the one on the left is better and it's the artist's vision. It's not...it's just the artist's limitation due to shading and lighting constrains. Every single artist out there would love to get the right result in real time.