HouseQuake

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HouseQuake

HouseQuake

@jay_quake

My gamer account. Avid gamer of all kinds! PC RTX 4090/Steam Deck/ROG Ally (Xbox games on those) PlayStation and Nintendo. Love music and film too.

Katılım Aralık 2022
754 Takip Edilen263 Takipçiler
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HouseQuake
HouseQuake@jay_quake·
5 Years since #DeathStranding came out?! Time flies. Arguably @HIDEO_KOJIMA_EN 's best work. I had the pleasure of meeting the legend AND the other legend that is Yoji Shinkawa at the DS world Tour back in 2019 (UK). Great times!
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HouseQuake
HouseQuake@jay_quake·
Well Crimson Desert is fantastic so far! Runs well too. Everything at Cinematic (max), 4K with DLSS Balanced, Ray Reconstruction and RT on, FG on and I'm well over 100fps.
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Peter
Peter@PeterP_1985·
If this is indeed the last Playstation published single player game on PC, then it's potentially @NixxesSoftware swan song if initial impressions are anything to go by (with input from Kojima I'm sure) Stunning to look at, smooth and perfectly optimised, ray tracing features (first time for Decima), full duelsense support, great settings menu, new upscaler (pico), trophy support. Its got it all, a perfect example of a console first game, ported to PC. #DeathStranding2PC #DeathStranding2
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Peter
Peter@PeterP_1985·
@jay_quake @NixxesSoftware @KojiPro2015_EN @HIDEO_KOJIMA_EN Not tried FG. Where I'm coming from is its performance, options, the addition of RT, the PSN linking, full duelsense support, great menus. We have seen all these before, but rarely all together for a PS port, at day 1
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HouseQuake
HouseQuake@jay_quake·
Actually...I think I'll add to this...because searching Ubisoft got even more disastrous results that collapse these unfounded reportings: -Guillemot (Ubi head) has spoken multiple times about AI being central to Ubisoft’s future: “AI will help us create richer worlds and more immersive experiences.” “We see AI as a tool that empowers our teams, not something that replaces them.” This is from Ubisoft’s own investor Q&A sessions and interviews. -Ubisoft publicly launched Ghostwriter, their in‑house AI tool for generating NPC barks and dialogue variations. Their statement: “Ghostwriter was created to help scriptwriters generate first drafts of NPC lines, allowing them to focus on the creative core of their work.” They even released a full dev‑blog explaining how it works. -Ubisoft’s R&D division (La Forge) has been publishing AI papers for years Ubisoft La Forge has published research on: ML animation ML motion matching ML upscaling ML denoising ML behaviour modelling ML physics prediction They literally have an entire division dedicated to AI research. This is not a studio that’s “anti‑AI” is it...
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HouseQuake
HouseQuake@jay_quake·
Insider Gaming isn’t a primary source, so I’d take anonymous quotes with no context with a pinch of salt (a disclaimer you should have added if you are presenting yourself as an agnostic "facts" guy). Even if a dev didn’t know the announcement date, that doesn’t mean they weren’t involved in the tech - marketing teams often keep reveal timings secret even from internal teams. And once again - DLSS 5 doesn’t override artist intent. It reconstructs the same lighting, materials and buffers the engine already outputs. It can’t add new lights, grading or ‘cinematic passes’ because it doesn’t have access to the scene graph or light list. And the Capcom is anti‑AI angle doesn’t line up with reality. Capcom’s leadership has publicly praised AI and said it’s essential for future development. Both Capcom and Ubisoft already use ML tools internally for animation, denoising, QA and upscaling. So the idea that they’d be shocked by DLSS 5 doesn’t really hold up. Finally - a quick search yields these results: From an interview with Google Cloud Japan, reported by Automaton: “Capcom is experimenting with generative AI to help generate the hundreds of thousands of ideas needed for game development.” “We are introducing new technology, including generative AI, to tackle the ballooning costs and man‑hours required for development.” - Interview with a Capcom Tech director. IGN on Capcom’s internal AI initiative: “Capcom is experimenting with generative AI to create the ‘hundreds of thousands of unique ideas’ needed for in‑game environments.” Gamesbeat: “Capcom says they are starting to use generative AI to help manage the tens of thousands of ideas needed for development.” “They are not using AI for gameplay or character design, but for efficiency and idea generation.” Capcom on DLSS 5: “We’re excited to work with NVIDIA to bring DLSS 5 to our games. The technology helps us deliver higher fidelity visuals while maintaining performance, and we’re looking forward to exploring what it can do in future titles.” Nib...you're on Story mode difficulty.
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NIB
NIB@nib95_·
Insider Gaming reports that despite agreeing to DLSS 5, developers at Capcom and Ubisoft were left in the dark about it, and presumably were NOT given the opportunity to tweak things to artist intent. “We found out at the same time as the public” said one Ubisoft developer. "Developers at CAPCOM tell Insider Gaming that the announcement and the publisher’s involvement were particularly shocking, as CAPCOM has previously been historically very “anti-AI” with projects such as Resident Evil Requiem and other unannounced projects in development." insider-gaming.com/dlss-5-gamers-…
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HouseQuake
HouseQuake@jay_quake·
It’s not adding new lighting, grading or hero lights - DLSS 5 doesn’t have access to the scene graph or light list, so it literally can’t invent that stuff. It’s reconstructing the same lighting the engine already outputs, just with better shading, material response and temporal data. That’s why it can look different to a PT test: PT is physically accurate, but the game’s own shading pipeline is what DLSS 5 is rebuilding. If the result looks more flattering, that’s because the original shading was the bottleneck, not because DLSS 5 is adding anything cinematic.
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Bakey
Bakey@tehbakey·
@jay_quake @GermanStrands @ReactsYork The highlights in her hair from the overhead street lights is gone. The lighting on her face is now Instagram model ring light. It completely changed the lighting to something that was never intended.
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GermanStrands
GermanStrands@GermanStrands·
Former Red Dead Redemption 2 developer reacts to the DLSS 5 Grace (RE9) change: "Whoa. Hold on. No, no, no, no, no, no, no, no, no, no, no. This isn't just some lighting, dude. What the f... I'm telling you, this is like a complete AI re-render. You're no longer looking at the game anymore. Does that make sense? This is scary." youtube.com/watch?v=xKPeN8…
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HouseQuake
HouseQuake@jay_quake·
It’s not adding new lighting, grading or hero lights - DLSS 5 doesn’t have access to the scene graph or light list, so it literally can’t invent that stuff. It’s reconstructing the same lighting the engine already outputs, just with better shading, material response and temporal data. That’s why it can look different to a PT test: PT is physically accurate, but the game’s own shading pipeline is what DLSS 5 is rebuilding. If the result looks more flattering, that’s because the original shading was the bottleneck, not because DLSS 5 is adding anything cinematic.
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HouseQuake
HouseQuake@jay_quake·
It’s not adding new lighting, grading or hero lights - DLSS 5 doesn’t have access to the scene graph or light list, so it literally can’t invent that stuff. It’s reconstructing the same lighting the engine already outputs, just with better shading, material response and temporal data. That’s why it can look different to a PT test: PT is physically accurate, but the game’s own shading pipeline is what DLSS 5 is rebuilding. If the result looks more flattering, that’s because the original shading was the bottleneck, not because DLSS 5 is adding anything cinematic. You can check the posts of a graphics artist below for more understanding. x.com/nimlot26/statu…
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NIB
NIB@nib95_·
You wrote "to rebuild the intended lighting and shading" and "reconstructing the same lighting the engine is already trying to produce, just with far more accuracy" But that's just it, for it to look so drastically different to path traced lighting, which is already completely accurate, means there's some potentially hollywoodised exaggerated unrealistic lighting amendments going on, in addition to the shaders and materials. Again, path tracing is already as accurate as it comes, so why is DLSS 5 lighting so different? To me it looks like it's adding its own cinematic highlight and lighting passes (think artificial hero lighting in Horizon Forbidden West), turned up to 11. Everything is essentially amped up for added glamour and impact, and it's probably not surprising it shares huge amounts of commonality in aesthetics, with video and photo editing LLM's with that same Instagram hollywoodised type amendment to faces etc.
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NIB
NIB@nib95_·
$500 #PS5 Horizon Forbidden West Burning Shores GAMEPLAY (not cutscene) NPC character model VS $8000+ #PC 2x 5090 DLSS 5 Resident Evil Requiem gameplay MAIN character model
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HouseQuake
HouseQuake@jay_quake·
William is...something. I make sure to never insult anyone, but here...this is the epitome of someone living in a fantasy. He has created a persona of a wannabe industry analysis/leaker when he is nothing of the sort - complete with exec-style profile pic. The cringe is too much from that guy.
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Peter
Peter@PeterP_1985·
I have spoken to how great PSSR2 is, but the below is not accurate. Firstly, DLSS 4.5 is still quite a lot better and secondly.....it does not only operate on HW thats costs £2.1k 💀. It is possible to praise something, without then losing credibility in the same breath by making a silly statement
William R. Aguilar@WilliamRAguilar

@sgaragarru87 PSSR 2.0 is probably better than DLSS 4.0 and not far from 4.5 in AI Upscaling for 1/3rd the cost of hardware.

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Peter
Peter@PeterP_1985·
@jay_quake A canyon worthy of the name Cosmo
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Peter
Peter@PeterP_1985·
Checked out Final Fantasy 7 Rebirth with PSSR2. This is a game that had very little extra on PC over the console version. Slightly better draw distance and far geometry detail, slightly better lighting but MUCH better image quality with DLSS. PSSR2 brings the PS5 Pro version much closer to PC, close enough in this game that I would call it a comparable experience given the otherwise modest PC version upgrades. Excellent stuff!!
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HouseQuake
HouseQuake@jay_quake·
Yes, I knew this is what you meant and I fully agree. I have seen the Pro footage. Rebirth on PC mostly offered enhancements as to what your hardware can provide, but that was enough. And yes, if you compare games that are optimised more extravagantly on PC, it is a grand Canyon gap.
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Peter
Peter@PeterP_1985·
Yes I agree, I own on PC also. What I meant was, it didn't add loads on PC features like RT or a significantly better graphics option. Base console was awful, pro now is very good and less of a sacrifice vs a high end pc. Obv games likes Cyberpunk, Resi R Alan Wake 2, Avatar etc etc etc exhibit a much wider gap
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HouseQuake
HouseQuake@jay_quake·
@beyond_fps And the naysayers NEVER respond with the knowledge. You quoted a post that is defending DLSS 5 and ironically goes into great detail with screenshot evidence to back up his points...lol.
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Beyond FPS
Beyond FPS@beyond_fps·
It's funny how most of the people I see defending DLSS 5 are basically just "you're too stupid to understand it". Kinda reminds me of how we were too stupid to understand NFTs.
Georgian Avasilcutei@nimlot26

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.

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HouseQuake
HouseQuake@jay_quake·
It’s not PR, it’s just how the tech works. DLSS 5 isn’t trying to out‑do path tracing - it’s reconstructing the same lighting and materials the engine already outputs, just with better shading, motion handling and temporal data (I never said just lighting, please read before you respond). That’s why it can look different: the original shading was the limitation, not the art. Theres no ‘Hollywood lighting’, no new lights, no filters, no grading. DLSS 5 doesn’t invent anything - it uses the game’s own albedo, normals, roughness, motion vectors and lighting buffers to rebuild the frame at higher fidelity. If it looks better, that’s because the base render was leaving detail on the table.
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NIB
NIB@nib95_·
I fear you've bought into the PR if you think it's just lighting, and that the lighting is always "far more accurate", especially when it's versus path tracing, which is the gold standard for accurate lighting. By the looks and sounds of things, there's hollywoodised exaggerated lighting also taking place, along with adaptation of materials, textures, grading etc.
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