Nvidia has announced its next addition to the growing suite of DLSS options, which already includes impressive upscaling, ray reconstruction for ray-traced workloads, and frame generation. DLSS 5 is being teased as the biggest leap forward yet, with Nvidia introducing an AI-powered model that changes lighting and material properties at a per-pixel level. However, the response to the announcement has been overwhelmingly negative so far.
Equated to the introduction of a programmable graphical shader in 2001, Nvidia is leveraging a real-time neural rendering model that takes in color and motion vectors from a single in-game frame and generates a wholly new one with photorealistic lighting and material changes. Nvidia notes that these changes are anchored to a game’s assets, indicating that the model doesn’t inherently change the geometry of a character’s facial model, for example, but instead just reshapes the lighting that around it, providing a new level of detail.
The technology was predominantly showcased using character models from games such as Resident Evil Requiem, Starfield, and The Elder Scrolls IV: Oblivion Remastered. The results are striking, but for polarizing reasons. Lighting is indeed photorealistic, but seems to also drastically alter the look of some characters to a point where they look entirely different. This is very obvious when looking at the difference between Grace Ashcroft in Resident Evil Requiem, where the DLSS 5 altered model exhibits properties that her look like she’s been passed through a beautification filter.
Continue Reading at GameSpot Nvidia has announced its next addition to the growing suite of DLSS options, which already includes impressive upscaling, ray reconstruction for ray-traced workloads, and frame generation. DLSS 5 is being teased as the biggest leap forward yet, with Nvidia introducing an AI-powered model that changes lighting and material properties at a per-pixel level. However, the response to the announcement has been overwhelmingly negative so far.Equated to the introduction of a programmable graphical shader in 2001, Nvidia is leveraging a real-time neural rendering model that takes in color and motion vectors from a single in-game frame and generates a wholly new one with photorealistic lighting and material changes. Nvidia notes that these changes are anchored to a game’s assets, indicating that the model doesn’t inherently change the geometry of a character’s facial model, for example, but instead just reshapes the lighting that around it, providing a new level of detail. The technology was predominantly showcased using character models from games such as Resident Evil Requiem, Starfield, and The Elder Scrolls IV: Oblivion Remastered. The results are striking, but for polarizing reasons. Lighting is indeed photorealistic, but seems to also drastically alter the look of some characters to a point where they look entirely different. This is very obvious when looking at the difference between Grace Ashcroft in Resident Evil Requiem, where the DLSS 5 altered model exhibits properties that her look like she’s been passed through a beautification filter.Continue Reading at GameSpot
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