Blessed Red

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Blessed Red

@_BlessedRed

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In God's Plan เข้าร่วม Aralık 2011
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El Analista De Bits
El Analista De Bits@analistadebits·
El Ray-Tracing de Crimson Desert muestra los cambios más salvajes que he visto nunca en iluminación global en un juego. Esta claro que este juego se diseñó con el RT de base y considero obligatorio jugar con esta función activada. Video: youtu.be/j7m9AdmKxg4
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Blessed Red
Blessed Red@_BlessedRed·
Mark Cerny playing games on PC? I know that'd shatter a couple of people's reality. lol But its good to see FSR 4.1 got a nice improvement along with PSSR 2.
Mark Cerny@cerny

Just tried FSR Upscaling 4.1 in a few PC games. It’s based on the same neural network as the upgraded PSSR we released for PS5 Pro… and it looks stunning! Wonderful working with @jackhuynh and the @AMD team as we collaborate on AI graphics tech. Big win for Project Amethyst :-)

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Blessed Red
Blessed Red@_BlessedRed·
PC showing out. Though I did think it would be higher. Reviews may have influenced it. We're still early tho.
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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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Blessed Red
Blessed Red@_BlessedRed·
@beyond_fps Or the denoiser is just that cheap to run compared to RR.
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Beyond FPS
Beyond FPS@beyond_fps·
The performance difference enabling Ray Reconstruction is brutal on Crimson Desert, goes from ~80s fps with 4K DLAA to ~55 with DLSS on Quality They must be enabling higher quality RT settings when RR is on, there is no way otherwise
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TeeJ Tech
TeeJ Tech@Big__TeeJ·
I also want to point out that this video is a complete "mask off" moment. It exposes exactly how the influencer game works. Notice how most of the content from your favorite creators drops after the public discourse is in motion? They wait... completely avoiding taking a stance until public opinion has already shaped the narrative. What you're watching isn't an authentic take. It's calculated pandering. They are just feeding their viewers exactly what they want to hear, rather than what they actually believe. The irony is that these "influencers" are entirely influenced themselves by the internet's herd mentality. You cannot truly trust a creator's opinion unless they are willing to plant their flag before seeing what the rest of the online discourse has already decided. Otherwise, it's all just a performance to keep their echo chamber happy, the view counts high, and the ad dollars rolling in.
Digital Foundry@digitalfoundry

The big DLSS 5 machine learning debate and why we should have waited before posting our first round of coverage - today's video: youtu.be/5dTTfjBAFzc

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Gaz
Gaz@Septic_Sauce·
Some of the "AI slop" brigade sent death threats to the Digital Foundry team over their DLSS 5 coverage instead of their job application forms...
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ThrobbGoblin
ThrobbGoblin@ThrobbGoblin·
@_BlessedRed There's an entire episode of Seinfeld based around this phenomenon.
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PCMR Cesar Cotiz
PCMR Cesar Cotiz@cotizcesar·
El "arte":
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Pirat_Nation 🔴
Pirat_Nation 🔴@Pirat_Nation·
Veteran game developer JP Kellams pushed back on anti-AI slop criticism: “If DLSS 5 was shown as a next-gen hardware reveal and not AI, you guys would be going nuts.”
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Oliver Mackenzie
Oliver Mackenzie@oliemack·
Chiming in here as I thought I should offer some context given the reaction to this piece. The chief thing I was impressed by (and this doesn't really carry over in the media we published) is the temporal consistency. At least in the content we sampled (and we had full control over the games, albeit within specific scenes) the imagery was very stable. It did exhibit screen space artifacts of some kinds (SSR-like lighting for instance generated by DLSS 5 in Starfield), but environments had a level of temporal consistency that I wasn't expecting. It's especially surprising because the model seems to use so few inputs, and runs in real time at high-ish frame-rates. Image quality is really good. It's certainly DLSS-like. It's sharp, clean, and surprisingly temporally stable. Not saying it beats a regular DLSS 4 game, but it's a lot better than you would expect. The faces diverge in obvious ways. Lighting is improved, but the correspondence between the original character and their DLSS 5 equivalent is sometimes lost. Humans are very sensitive to faces. I think this is an area that needs additional tweaking or iteration. With respect to the environments, it seems like there are a mix of what I'd call stylistic changes and changes that reflect a more pleasing portrayal of diffuse GI, reflections, and shadows. These changes seem less contentious to me and I’m surprised they weren’t emphasized more in the press materials. As a final note, I have been interested in video to video workflows of this type for a long time - IE from 7:47 in this video: youtu.be/EPdC3Wn20nQ?si… I really see this as an interesting application of video to video for gaming. It doesn't have to be perfect or be everything to all people, and it's optional. At least that's how I hope it's perceived, especially at this early stage where the technology clearly isn't the finished article.
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GamersNexus
GamersNexus@GamersNexus·
The problem, and I know this is hard to follow, is that it... looks like shit If you smeared dog shit on a camera lens, lit someone's face up with about $8,000 of studio-grade 5500K lighting, and then added some lipstick, you get DLSS5. It looks like shit. It's that simple.
Jay Dook@JayDook

If DLSS 5 is ‘AI slop,’ but current in-market DLSS, FSR, frame gen, PSSR, etc. are fine, then your problem clearly isn’t AI. So what is it? Defend your position without virtue signaling. Replies are open.

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KidSmoove
KidSmoove@kidsmoove·
I gotta funny feeling this game will not install ever.
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Blessed Red
Blessed Red@_BlessedRed·
@JMaine518 I remember that scene with all those fancy lights, I'm sure that will look great with Ray Traced reflections.
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