
wmil
51.9K posts









Not trying to beat the dead-for-now horse of DLSS5, but remember RTX Neutral Materials? NVidia previewed that as part of the Blackwell launch, but still not available even as an SDK. This was interesting because it looks like tech that can be customized, used on specific models🧵








can confirm crimson desert has AI generated background images. They didn't even bother to hide it or use better art which makes me wonder if it's a placeholder or they legit thought people would be stupid enough not to tell













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.






