• Re: Some Gaming Quickies: Another news digest

    From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Mon Sep 21 13:20:25 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.





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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Sat Oct 3 14:07:37 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 21 Sep 2026 13:20:25 -0400, Spalls Hurgenson <[email protected]> said this thing:

    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.




    Incidentally, if you want to try DLSS5 for yourself, the app
    "Bordeless Gaming" (which is actually pretty useful) added an API that
    lets you hook DLSS5 into games that don't natively support it. It'll
    even let you run DLSS5 on unsupported nvidia hardware (e.g., you don't
    need a 5090 RTX). Just don't expect usable framerates.

    You still need to add the DLSS5 effects manually though. Borderless
    Gaming just adds an API that runs it. Also, "Borderless Gaming" itself
    isn't free (although it's currently on sale on Steam). I originally
    purchased it to play some games full-screen on a monitor that wasn't
    my primary screen, but it has other uses too. I think it's a handy
    tool to have available.

    Details here: https://www.techradar.com/computing/gpu/want-to-try-fudging-nvidia-dlss-5-on-games-but-dont-know-how-this-steam-tool-does-the-hard-work-for-you

    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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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Sun Oct 4 15:57:01 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sat, 03 Oct 2026 14:07:37 -0400, Spalls Hurgenson <[email protected]> said this thing:


    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.

    So, I've immediately recanted on the above declaration and gone and
    tried inserting some DLSS5 slop into my game. More specifically, I
    wanted to see how 'real' Nvidia's AI could make That Damn Truck Game
    (tm) I always play. I mean, driving through Glacier Park in Wyoming is
    gorgeous enough already, but maybe we could get it looking even
    better?

    Unfortunately, the aforementioned "Borderless Gaming" hack didn't work
    for me. "American Truck Simulator" just started up to a black-screen
    with the app enabled. Instead, I turned to another freeware app,
    DLSS5-Feeder* which works similarly. It's not quite as powerful as the "Bordeless Gaming" implementation, as it can't force-enabled the full
    neural rendering pathway onto older Nvidia GPUs (I'd need an nvidia
    5900 RTX for that; anyone have a spare they want to donate to the
    cause? ;-). This limitation largely limited me to lighting
    enhancements.

    Was there a difference? Yeah, I guess. It was pretty subtle though.
    Some of the shadowing was slightly nicer, and maybe there were better reflections too... but honestly, it was pretty hard to tell. A number
    of times I had to double-check to see if the image I was looking on
    had DLSS5 enabled or not. Maybe had I the proper hardware that could
    have enabled the full neural rendering, the differences would have
    been more profound, but as it was I barely noticed the change.

    There was, of course, a frame-rate drop, but it was minimal (or, at
    least, it didn't drop my FPS to below what I consider usable... and
    that's pretty damn low as far as I'm concerned). More annoying was how
    the filter fuzzed out some of the textures (and a lot of the
    lettering) in the game's interface. AI just doesn't like letters, does
    it?

    Anyway, I had to try.




    * get it here: https://github.com/jlrouzies-fr/DLSS5-Feeder)
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