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you're not gonna like it but the answer is Gru
𝐀𝐥𝐥 𝐈𝐧 𝐎𝐧𝐞 𝐀𝐧𝐢𝐦𝐞@Tipsall001
Who owns the moon pose?
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@ZachInsomnia it really doesn't do any favors that Hedgehog Engine 2 is at best, really inconsistent with lighting quality, so any chance of it working in Frontiers case was kinda doomed to fail from the get go.
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And there it is. DLSS 5 is built on a lie from the go.
What is it going to take for games media to stop taking these tech reps, publisher execs, and studio heads at their word?
insider-gaming.com/dlss-5-gamers-…

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This is an insult to the developers the modeler, rigger, animator, storyboarder, choreographers, lighting artists, programmers; the people who worked hard for a consistent visual identity
We should not tolerate mediocrity masqueraded as technological innovation.
NVIDIA GeForce@NVIDIAGeForce
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…
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"The AI model powering DLSS 5 is a single unified model. Same model for every game. It's not trained per-title, per-face, or per-object type."
Why are Nvidia claiming developers have full control over the artistic intent of DLSS 5 output when it uses a unified model that isn't trained per game?
Surely this would mean DLSS 5 output would converge to the same type of visuals across games, removing artistic intent/touch. Just as we see from current gen AI tools
Giving developers true, full artistic control would surely mean having specific models for each game trained only on that studio's assets?
Ryan Shrout@ryanshrout
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@DJWarnerStage In fairness, some of the other hosts have gone on record to say they were blindsided by this, so it’s def not all of them.

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This tech is fucking insane good god
NVIDIA GeForce@NVIDIAGeForce
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…
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