That said, theres been so much focus on how it looks. IMO, its completely overblown, especially when all of this needs to be manually configued on a game-by-game basis. Devs can tweak the settings to their own preferences, and make things more or less extreme.
It’s wild that every defense of this garbage is “Just have devs spend even more time finetuning for this.” Yes, let’s double (or more) the workload of workers that are already overworked and crunched beyond reason, all for a “feature” that looks like garbage in it’s showcase demo and is so resource intensive that very few users will be able to utilize it, if they even want to.
nightlily@leminal.space 23 minutes ago
The inputs from everything Nvidia has said, are simply the final pixel colour values and motion vector information. It’s meant to sit in the same post-processing stack as the upscale. It’s effectively a screen-space post-processing filter over the final image. Nvidia have said that the artist controls are masking (blocking certain areas from it), intensity (so a slider value), and some kind of colour re-grading (since it destroys the original grading). It’s extremely limited.