That’s a really good point. I’m not even sure what the game is, I had assumed it was something old based on the before image, which would be a sensical use case for this imo.
Comment on Nvidia Announces DLSS 5, and it adds... An AI slop filter over your game
Noja@sopuli.xyz 4 hours agoThe original image is bad because the game is rendered at a low resolution and upscaled likely using DLSS 4.5, I think this is intentionally deceptive. We know they have to be using DLSS 4.5 due to path tracing being enabled and running in real time which is extremely GPU intensive even for the 5090. That smoothes away every texture. Nvidia is trying to tie the gaming industry into being “AI default” instead of using normal rendering techniques, which, if done correctly look much better than this.
Joelk111@lemmy.world 4 hours ago
Noja@sopuli.xyz 4 hours ago
It’s the new Resident Evil 9 (Resident Evil Requiem)
unemployedclaquer@sopuli.xyz 3 hours ago
Nah, total recall, the triple boobs scene, to be ignored cus it’s cool sci fi
AdrianTheFrog@lemmy.world 1 hour ago
Yeah, probably the main reason it’s getting the little bit of praise that it does is that they’re showing it off on games with fairly flat-looking skin shaders. Unfortunately a problem with this sort of thing is that getting that “2023” image is the result of giving a whole team a huge amount of time to model one man’s face. If you’re Bethesda and you just want to get NPCs into Starfield, it would be a similar amount of work. A bit less, since the first people already gave a talk on it, but still much more work then just getting a diffuse BRDF with some subsurface scattering and calling it good. But you also need a process that can be applied to every single NPC…
And looking at Striking Distance Studios, the company where that 2023 image is from:
Yeah, I think it’s safe to say that the work those people put in will never be directly reused.
Another reason the DLSS version looks a bit more realistic there is because of the specular highlights on the eyes, for example. They probably aren’t reflecting anything real, or else they would be there in the original. But the AI knows that specular highlights add realism and are plausible in this scene, so it puts them there. That’s something that an artist could do if given a specific shot and camera angle, but in the general case they can’t really do that without causing problems.