On Mon, 31 Aug 2026 23:19:16 -0400, Spalls Hurgenson ><[email protected]> said this thing:
Just a few stories I thought was interesting:
* Early Leak Of NVIDIA's DLSS 5
Some wag took the DLSS5 leak and applied it to the Doom games to see
what Nvidia's AI would do to the DoomGuy.>
video here: https://www.youtube.com/watch?v=kCet-G3X0Hk
On Sat, 12 Sep 2026 13:11:14 -0400, Spalls Hurgenson ><[email protected]> said this thing:
On Mon, 31 Aug 2026 23:19:16 -0400, Spalls Hurgenson >><[email protected]> said this thing:
Just a few stories I thought was interesting:
* Early Leak Of NVIDIA's DLSS 5
Some wag took the DLSS5 leak and applied it to the Doom games to see
what Nvidia's AI would do to the DoomGuy.>
video here: https://www.youtube.com/watch?v=kCet-G3X0Hk
On a more legitimate use, another user applied the DLSS5 filter onto >"Cyberpunk 2077" and the end results were a lot more impressive:
video here:
https://www.youtube.com/watch?v=zwJLTwRTXlg
Mind you, the limitations of the tech remain evident. For stills or
scenes where there's not much motion, the end-result is very
realistic. But once things start moving, the limited animation quickly >showcases the uncanny valley effect.
But the biggest complaint about DLSS5 was never that it didn't /work/,
at least not in the sense of giving visuals a more 'realistic' sheen.
The issue was always more about how DLSS5 forced a certain
standardized look onto the characters and games, genericizing the
artistic style. And certainly that's in effect here; arguably the game
looks much more 'real', but often at a cost to the hyper-reality many
games chase and that make their visuals so memorable.
More, DLSS5 isn't doing anything games couldn't do on their own. You
/could/ develop a scene and characters and lighting that look as good
using traditional methods. It just requires a lot more work to
custom-tailor every character and texture until every nook and cranny
looks just perfect. But that requires a degree of (very expensive)
attention to detail that most developers don't think is worth it. But
it's not like you couldn't do it without DLSS5 fakery and --as
development tools improve-- I think we will start seeing that sort of >ultra-realism happen without DLSS5.
(It would come with an added advantage that each scene would remain >consistent, something DLSS5 isn't that good at. And developers would
be able to build in their own style without DLSS5 washing it away with
its 'best guesses to what looks real' filters)
Still, even if I'm not entirely sold on the end-results and think that
DLSS5 is just an interim technology until development tools catch up,
it /is/ still some impressive technology.
It certainly makes for some impressive screenshots.
Myself, I'm not going to try. I'm not so excited about the technology
that I need to see it, and while I'm generally not too fixated on
framerates, neither do I feel like dropping my FPS by half (or more)
just for some AI effects.
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