Menudo palo de Daniel Vavra a toda la gente que está criticando lo del DLSS 5. Y yo, como alguien que ha estudiado 3D, no puedo estar más de acuerdo. La visión original del artista es el modelo que haces en Zbrush, Blender o el programa que sea. Luego en el motor tienes que recortar.
After all the controversy about NVIDIA’s DLSS 5 being a terrible AI slop, I played around a bit with the leaked DLSS5 version in KCD2. First off—what was leaked isn’t even remotely what NVIDIA originally presented. It doesn’t alter the geometry of the models or the appearance of the characters in any way.
I repeat: It doesn’t alter the geometry of the models or the appearance of the characters in any way!
What it does is take existing normal maps and create much better skin texture and facial detail (examples 6 and 2) than the lighting model in the game. It also looks a bit like an attempt at subsurface scattering and other advanced skin rendering techniques. But sceptics could say, that its just a fancy version of clarity and dehaze filters which have very similar effect.
I often criticized the character artists’ work when certain faces in the game looked lacking in detail and plasticity, and they’d often show me that it looked fine on their computers and that the problem was with the lighting in the game. Well, now it looks right in the game, too! This is how those faces were supposed to look. The AI isn’t making anything up.
Above all, though, it makes ambient occlusion look like it’s on steroids. You have no idea how terribly—and I mean really, really—annoyed I was that in KCD2 we couldn’t render shadows from hats, hoods, and helmets on characters’ heads, or even shadows from small details on character models (buckles, laces, pouches). DLSS5 does this, and it does it absolutely brilliantly! (see examples 1, 3, 7, 8, and 11).
On top of that, it improves the rendering of shadows in hair (5), so they finally have the right density and darkness.
It doesn’t do much in the environment, but interestingly, it lightens shadows in some places and renders textures within them, while darkening them where it makes sense (10, 12, 13, 14). So there’s a slight improvement here as well. It also renders shadows in grass and
vegetation better. Which is definitely a good thing.
For me, this is primarily an excellent photo realistic upgrade to the character lighting model.
The “minor” issue is that it cuts the frame rate in half :)
But its not the infamous AI slop we saw couple months ago. I see huge potential here for the future, and it’s absolutely great that even older games lighting could be improved this way.
O DLSS 5 certamente precisa de uma dose de bom senso no uso geral, isso é fato.
Mas uma coisa é certa: é uma tecnologia que só vai ser odiada no Twitter. Enquanto isso, o usuário real vai estar de boaça em casa, usufruindo da parada da forma que achar melhor.
Mi opinión de la Tarnished edition:
-Lo que añade está bien, hace el early mucho más divertido y aumenta la variedad de builds viables para retos y nuevas runs, pero:
-Debería haber sido un update gratuito.
-Deberíamos haber tenido como cuatro updates así a estas alturas.
you’re a liar if you’re telling me you’d rather play the game with DLSS off
@nvidia is about to be responsible for the first meaningful graphics improvement since we went from the PS2 to the PS3