@PCFactsbr A tecnologia tem um custo fixo de MS pra funcionar se sua placa renderiza ele a 16ms (60fps) você pode rodar o jogo a 100, 1000, 20000fps em Raster, a saída vai ser a 16ms(60fps)
@Seu_Kunkka@PCFactsbr O dlss5 tem um custo fixo de MS pra funcionar, então mesmo um jogo pode rodar a 1000fps ele cairia pra 70fps, sei que na 5090 em 4k é de 8ms
Since I stirred up a hornet’s nest of AI hatred today, I’ll add a little more :) Just so you know. I don’t work for any company. I’m not working on any game. So you have nothing to boycott guys :) I’m retired for now, sipping whiskey, and having a great time, so I don’t give a fuck. The whole AI situation is really funny. A very vocal group of people hates it, and absolutely every developer is terrified that they’ll come after them, so they all swear up and down that they definitely don’t use any AI. The reality? Of course that EVERYONE uses it! Every one! Absolutely every developer across many companies that I’ve spoken with over the past year uses AI. Programmers can’t get anything done without it anymore. Most developers are building their own AI tools for just about everything. It can generate high-quality character models, it helps animators, and it’s used by concept artists, 3D artists, screenwriters, and designers... Research, writing, ideas development, concepts... Even people who don’t know how to program use it to create tools that programmers never had time to code for them. And its used for AI! You know - the NPC AI :)
Fun fact: You know who uses it the most? Usualy the most talented people I know. They are the ones who are least afraid and who see its huge potential.
The idea that someone is making 100 million dollar project and will want to avoid a technology that will help him develop it much faster and cheaper is insane.
I spent 7 years working day and night on ONE game. If anything helped me to make it in one year I would take in anytime. No one wants to work on a game for a decade. Sure I would rather made 7 games instead of one in that time.
I’m curious to see what will happen when the truth comes out about all of that—and who will be the first to spill the beans :) I guess all the games and companies will be boycotted! Its going to be lot of fun!
I finally got some time to try DLSS 5 on my own game, and here are my thoughts:
First and foremost, I consider myself an artist long before I'm a dev (let alone a coder), so I deeply care about artistic visions, especially my own.
I wanted to state this because I heard so much negativity from both fellow game artists and gamers about how this tool "destroys the original vision" or "kills art direction."
Let's remember this is an OPTIONAL plugin, and it comes with sliders you can tweak to adjust the effect's intensity. I'm sure more controls will be added by the time the tool is ready, especially in the engine.
Speaking of control, one huge advantage of this tech no one is talking about is its ability to show what's missing to take your lighting to the next level.
So many times I've been in a situation where the lighting on a scene felt off, but I didn't know what else to tweak to get it just right.
I feel this tool will help tremendously with that.
I was personally quite intrigued when it was first shown, even if the whole presentation was a mess, which led most people to believe that it was just an "AI filter" applied on top of the render.
In fact, it's not that, as it uses geometry and shader data to push the render even further. Not much different from Ray Tracing, really.
In my experience, Albedo textures don't change AT ALL, especially text, for example (and, trust me, there are many in my game).
What's being enhanced is mostly Ambient Occlusion, Global Illumination, and Sky Ambient Light.
On the PBR side of the material, I noticed changes in Normal intensity and a boost to Roughness, Specular, and Metallic maps.
I've seen many character screenshots from other games, so I'll focus on environments and vehicles in my test.
In this first set of screenshots, you can see the difference with and without DLSS 5 applied (in general, check the LAT ms in the top right; if it's higher, DLSS 5 is enabled).
I believe this is one of the most impressive changes, as you can see AO being properly generated in the left area, around the yellow door. You can also notice more warm light bouncing from the tunnel's illumination on the right side of the entrance.
The rock formation is more defined, with better contrast and a nice highlight boost, likely on the Specular. Concrete is also noticeably more detailed.
Metallic barriers also get a visible improvement.
Overall, the artistic vision stays the same. In fact, I'd argue this is closer to what I envisioned!
Here you can check the two images with a slider:
https://t.co/j7wY05zsOa
Follows a long thread with many more examples!
Some people have literally gone crazy.
On the left is a head messed up by the game engine’s very limited lighting system, which can’t properly render shadows, skin texture, and the detail of normal maps.
On the right is THE SAME MODEL WITHOUT ANY GEOMETRY CHANGES, which looks exactly like a render from ZBrush—where a 3D artist modeled it—only with better lighting, shadows, skin texture, hair, and therefore DETAILS. Thanks to neural network rendering in DLSS5.
Some random nutcase on the internet: THIS IS AI SLOP! I WANT THE ORIGINAL ARTISTIC VISION!
The head models were 3D scanned (using photogrammetry) from real people and then polished by artists.
I am the creative director of the game. This is our original artistic vision and looks like static renders of the models from Zbrush when we made them. Or like real @thisistommckay :)
Having no shadows from helmets on faces and fucked up normal map rendering WAS NOT OUR ORIGINAL ARTISTIC VISION.
People are crazy.
Here is Daniel Vavra, one of the creators of KCD 2 saying DLSS 5 doesnt add anything in his tests. It made it look like what he saw the artists render, but due to lack of ligjting, it never looked like that in the game.
And STILL people argue with him about artistic intent. The creator of the game.
That is why I'll never take "but artistic intent" complaints seriously.
eu tô com muito tempo livre pra responder isso, por isso vou usar uma thread pra esclarecer o que me irrita há anos na comunidade em não saber o que direção de arte realmente significa. basicamente: realismo é uma abordagem dentro da direção de arte, não algo que a define. (+)
@ManoThigasx Exatamente, e por mais que esteja bem embrionário a tecnologia, o que mais me impressionou não foi o resultado, e sim ela funcionar kkkk, como que ela não alucina a cada virada de câmera? Como consegue ser tão estável? Se é apenas um ''filtro''