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Graphical Fidelity I Expect This Gen

It's mostly memes at this point, but I don't even agree that the lighting is "improved". It's punchy but it's extremely gaudy and unrealistic. It looks like everything is lit in a photo studio.



nA9q4IdeXYOxT6xb.png


Is pre-rendered CGI lit like that? Are movies lit like that? Is real life lit like that?

The answer is no.


I think there's potential in the tech but the initial showing couldn't have been much worse than it was. It looks frankly ridiculous right now.


And I know it's in pre-alpha or whatever, but the fact that it took two 5090s to run this is crazy as well. Imagine what 2 5090's could do with traditional rendering. If this AI enhancement is this expensive, what's the fucking point?
Like i said, this tech is still in its infancy state, some pics looks good, some not much.
 
No way 6070 has enough of vram pool or actual oomph, it wont be stronger from current 5080 and thats way too weak, 5070 to 5080 is about +50% perf in games(and obviously 4gigs more vram) :P
Imho lowest we could hope for is 6070ti aka same die but cut down a bit than 6080, 24gigs of vram minimum and likely well over 1k usd streetprice too- thats why my take is, even in 1,5 year from now on dlss5 will still be niche af, kinda like rt/dlss was durning turing.
6080 it is then.
Right. But again, people are going to judge what they're being shown, and rightfully so. Not what the tech might theoretically evolve into down the line.
Not the devs\nvidia fault if people have zero imagination and zero forward thinking, after many years they should know that tech improve with time, right now they sound like childs watching their first tech special...

What they are showing now look mostly impressive except some faces here and there, but people are only focusing on the small bad part and ignoring the huge good part.
 
6080 it is then.

Not the devs\nvidia fault if people have zero imagination and zero forward thinking, after many years they should know that tech improve with time, right now they sound like childs watching their first tech special...

What they are showing now look mostly impressive except some faces here and there, but people are only focusing on the small bad part and ignoring the huge good part.

It's absolutely Nvidia's fault to not anticipate the public response to this showing. Anyone with half a brain should've seen this coming.
 
They could have avoided the more blatant tiktok filters but they gave an idea of how transformative the tech can be.

The real issue here is idea that anyone was going to give literally the largest company on our planet some slack or the benefit of the doubt. That's not the audience's responsibility.
 
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It's mostly memes at this point, but I don't even agree that the lighting is "improved". It's punchy but it's extremely gaudy and unrealistic. It looks like everything is lit in a photo studio.



nA9q4IdeXYOxT6xb.png


Is pre-rendered CGI lit like that? Are movies lit like that? Is real life lit like that?

The answer is no.


I think there's potential in the tech but the initial showing couldn't have been much worse than it was. It looks frankly ridiculous right now.


And I know it's in pre-alpha or whatever, but the fact that it took two 5090s to run this is crazy as well. Imagine what 2 5090's could do with traditional rendering. If this AI enhancement is this expensive, what's the fucking point?

Generally AI has had a tendency to make portrait imagery look like it's been run through clarity or edge contrast boosting which might be happening here, but that's just out of the box settings.

This is where the artist should draw the line and make a decision to make characters look more artful rather than photo real. Current games have this hybrid real and rendered look because tech isn't there to bring it much further anyways. But AI can easily generate a high quality offline rendered look too.

So yeah DLSS5 is definitely going to make uncanny valley type enhancements but artists will just have to be more careful going about applying it.
 
The real issue here is idea that anyone was going to give literally the largest company on our planet some slack or the benefit of the doubt. That's not the audience's responsibility.
The biggest company in the world should not care about some haters that can't see beyond their nose and that are still gonna end buying their products because they are so far beyond what amd can offer, it is the advantage of being the best of the best.

In a way i apprecciate that jensen doesn't give a fuck tbh, it's not like he is gonna lose ANY money or clients after this, you know it, i know it, he knows it.
 
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Path traced:

nPOx7hAzTE4l1U6c.jpeg


DLSS5:

eI4teqjipOGBcMs9.jpeg



My Photoshop:


PQuSOYl7OaKFh3Ch.png


Ported the eyes and mouth directly from the path traced image. Adjusted the opacity between the DLSS5 and path traced face by about 75%, to blend it better. Lowered the overall scene brightness to closer match original.

I assume developers will have far more control than I did with the masking.
 
Path traced:

nPOx7hAzTE4l1U6c.jpeg


DLSS5:

eI4teqjipOGBcMs9.jpeg



My Photoshop:


PQuSOYl7OaKFh3Ch.png


Ported the eyes and mouth directly from the path traced image. Adjusted the opacity between the DLSS5 and path traced face by about 75%, to blend it better. Lowered the overall scene brightness to closer match original.

I assume developers will have far more control than I did with the masking.
Yours looks so much better. It's more subtle and doesn't have that very obvious fake generated image look that so many ai photos use.
 
Path traced:

nPOx7hAzTE4l1U6c.jpeg


DLSS5:

eI4teqjipOGBcMs9.jpeg



My Photoshop:


PQuSOYl7OaKFh3Ch.png


Ported the eyes and mouth directly from the path traced image. Adjusted the opacity between the DLSS5 and path traced face by about 75%, to blend it better. Lowered the overall scene brightness to closer match original.

I assume developers will have far more control than I did with the masking.

Really good. Definitely an improvement
 
I am hyped.
I mean, the only time I get the impression that I'm actually looking at a convincing human being in a game is during cutscenes like in Uncharted 4, TLOU 2, etc., that require tons of resources to create.
In-game, 99.9% of all characters still resemble a more or less decently assembled N64 robot.
DLSS5 has the potential to ramp up facial fidelity dramatically for every frickin single NPC basically on the fly. This is huge. I just hope they'll do something on a similar scale to improve animations; otherwise, it would look jarring.

Concerning RE9, a super hot 'AI Slop Grace' is certainly something I'm looking forward to, but what I'm really interested in is the DLSS5 rendition of the zombies. If they go the whole hog and make them look like actual corpses, it would be horrifyingly scary, truly unsettling. :messenger_hushed:
 
Path traced:

nPOx7hAzTE4l1U6c.jpeg


DLSS5:

eI4teqjipOGBcMs9.jpeg



My Photoshop:


PQuSOYl7OaKFh3Ch.png


Ported the eyes and mouth directly from the path traced image. Adjusted the opacity between the DLSS5 and path traced face by about 75%, to blend it better. Lowered the overall scene brightness to closer match original.

I assume developers will have far more control than I did with the masking.
And people think devs can't fix this shit when a dude in a forum did it in 5 min...
 
It's mostly memes at this point, but I don't even agree that the lighting is "improved". It's punchy but it's extremely gaudy and unrealistic. It looks like everything is lit in a photo studio.



nA9q4IdeXYOxT6xb.png


Is pre-rendered CGI lit like that? Are movies lit like that? Is real life lit like that?

The answer is no.


I think there's potential in the tech but the initial showing couldn't have been much worse than it was. It looks frankly ridiculous right now.


And I know it's in pre-alpha or whatever, but the fact that it took two 5090s to run this is crazy as well. Imagine what 2 5090's could do with traditional rendering. If this AI enhancement is this expensive, what's the fucking point?
It just highlighted the models details.

This games weren't designed to pump dlss5 .

In any case is an ugly wrinklet old lady. The model in re9 is great.
 
It's mostly memes at this point, but I don't even agree that the lighting is "improved". It's punchy but it's extremely gaudy and unrealistic. It looks like everything is lit in a photo studio.



nA9q4IdeXYOxT6xb.png


Is pre-rendered CGI lit like that? Are movies lit like that? Is real life lit like that?

The answer is no.


I think there's potential in the tech but the initial showing couldn't have been much worse than it was. It looks frankly ridiculous right now.


And I know it's in pre-alpha or whatever, but the fact that it took two 5090s to run this is crazy as well. Imagine what 2 5090's could do with traditional rendering. If this AI enhancement is this expensive, what's the fucking point?
A few things:
  1. They already have this running on a single 5090 in their labs. This dual setup was just for the demo. They are confident that this will run on all 5000 series GPUs at launch. Just at lower resolutions or lower settings.
  2. Go to Civitai.com. I cannot post pics because they are almost all nude, but most random people who train their own sexy women models have already figured out how to get rid of this gaudy AI slop look you are seeing in hogwarts and Starfield. I have seen girls who look so realistic and so normal, i honestly couldnt tell if they were AI. I have seen AI models that specifically design 7s instead of 10s. I've seen AI models with zero makeup. Maybe i will have my AI put some clothes on these women so I can post some examples here. Nvidia simply needs to train their model a bit more to avoid the Sora AI slop look. This will be fixed by launch, or by year two.
  3. Their model is purposefully trying to replicate photorealism. My guess is that these idiots used a model that was trained on real life footage instead of movies which tend to be more cinematic and more of what video games typically try to emulate. I think they missed a mark here by going for photorealism instead of cinematic realism.
 
And people think devs can't fix this shit when a dude in a forum did it in 5 min...
Exactly. I don't understand the hate against DLSS 5. It seems a technology that starts it's journey. We'll see more and more robust examples in the future I'm sure.

The thing is AI will not go anywhere. Quite the opposite, it's use will be increased much much more in the future.
 
So yeah DLSS5 is definitely going to make uncanny valley type enhancements but artists will just have to be more careful going about applying it.
I think the artists kinda sabotaged this on purpose. Imagine you are an RE9 dev and you just shipped a game and these guys show up with a bag full of money that your execs use on cocaine and hookers while you now have to get back to work on something that completely bypasses your original art work. They probably did the least amount of work possible and sent nvidia this awful looking AI slop footage hoping it would create a backlash like we are seeing now.

Path traced:

nPOx7hAzTE4l1U6c.jpeg


DLSS5:

eI4teqjipOGBcMs9.jpeg



My Photoshop:


PQuSOYl7OaKFh3Ch.png


Ported the eyes and mouth directly from the path traced image. Adjusted the opacity between the DLSS5 and path traced face by about 75%, to blend it better. Lowered the overall scene brightness to closer match original.

I assume developers will have far more control than I did with the masking.
this is good and it would be interesting if they can play around with the sliders to reduce the intensity of the photorealism filters. So if you can do it with photoshop, so can the developers. The fact that they did not tells me that they were taking the piss and wanted nvidia to get fucked.

During the demo, the DLSS research talked through the level of granularity available. Developers don't just get an on/off switch. They get intensity controls that can be dialed anywhere, not just full strength. They get spatial masking, so they can set the water enhancement to 100%, wood to 30%, characters to 120%, all independently within the same scene. They get color grading controls for blending, contrast, saturation, and gamma. All of this runs through the existing SDK, which means studios already using DLSS and Reflex have a familiar pipeline to work with.
 
6080 it is then.

Not the devs\nvidia fault if people have zero imagination and zero forward thinking, after many years they should know that tech improve with time, right now they sound like childs watching their first tech special...

What they are showing now look mostly impressive except some faces here and there, but people are only focusing on the small bad part and ignoring the huge good part.
Why show it, when its not ready?
 
Why cant Nvidia train the model on stuff like Dune lol. The Dune 3 trailer looks amazing.



We need directors like Nolan and Villenvue in the gaming industry. We had Kojima but he's phoned in this gen. Neil went to hollywood. There is no one else even remotely close to these hollywood directors. Just phenomenal work from Villenvue on the Dune trilogy.
 
Right. But again, people are going to judge what they're being shown, and rightfully so. Not what the tech might theoretically evolve into down the line.
That's true, Nvidia fucked up the marketing of Neural Rendering so far, hopefully they fix it and they must do it expeditiously!

I also have to say the "art" people are getting too performative & ridiculous, they think shooting for photorealism is anti-art somehow, even before the DLSS 5 debacle, it's always been "photo-realism VS art" to them, but the fact is that photo-realism is also another form of artistic expression.

What I will also say is Grace looks too realistic (and yes, Instagram-y) for the world she is in, the world still looks gamey, but she looks way too realistic, they should've adjusted that. Hopefully they do something about it before release later this year.
 
wywktsepam9e1.gif


Every argument I've seen against it is purely emotional, none of them are technical.
People complained about ray tracing when it first came out. Today it's the industry standard and nobody complains anymore (maybe console gamers and AMD GPU users).
 
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Why cant Nvidia train the model on stuff like Dune lol. The Dune 3 trailer looks amazing.



We need directors like Nolan and Villenvue in the gaming industry. We had Kojima but he's phoned in this gen. Neil went to hollywood. There is no one else even remotely close to these hollywood directors. Just phenomenal work from Villenvue on the Dune trilogy.

Denis doesn't fuck around with his cinematographers. Ever since I watched BR 2049 one of my dream games has been a Rockstar Games-like third person open world set in the Blade Runner universe.
After playing RDR2 and its beautiful graphics at the time I haven't been able to stop dreaming about it every now and again.
 
And about "artistic intent", isn't this also messing with the "artistic intent?" Because this looks far away from the original intended art.

K66vOPAmk3GzGl7P.jpeg


Not trying to equalize the two, but people have to be careful with using these words, if you tell me "one is an inferring solution & the other is not", that's also wrong and frankly, it's starting to get into semantics or the nature of how both work.

Both are deterministic real-time rendering solutions that artists have very much control over, but the resulting incidences from real-time rendering cannot be controlled by the artists.

Like real-time shadow maps, real-time subsurface scattering, real-time Path Tracing, also DLSS 5. They are all real-time solutions that artists can use with intention, but the resulting factors from them is real-time & not every frame of those factors can be controlled by an artist.

What I will also say is Nvidia (and Capcom) need to fix the issue with DLSS 5 faces & make them suit a more video-gamey look rather than completely realistic, make them look like CGI models but in a video game sort of way. Make them look gamey.
 
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Because it looks like deep fake A.I. slop.
ASSCREEDGAF.jpg


I know you're a huge graphics whore like me, and I know when you see this in 4K on your TV, you will lose your shit, like me. Bring on the slop

Why cant Nvidia train the model on stuff like Dune lol. The Dune 3 trailer looks amazing.



We need directors like Nolan and Villenvue in the gaming industry. We had Kojima but he's phoned in this gen. Neil went to hollywood. There is no one else even remotely close to these hollywood directors. Just phenomenal work from Villenvue on the Dune trilogy.

Neil is back at ND, cooking. He will deliver with Intergalactic - I have zero doubt. Neil and Kojima are the only ones capable of coming even close, GTA guys too, but I dont know shit about them -

Who is even directing GTA6? Motherfucker is so low key.

Keep an eye out on Game Science too. Black Myth 2 probably has 4x the budget, they are going to cook.
 
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Why cant Nvidia train the model on stuff like Dune lol. The Dune 3 trailer looks amazing.

Would it really be a one size fits all model or could it be tailored to each game? I imagine a dev could train their own lora or whatever the equivalent might be if they wanted to.
 
ASSCREEDGAF.jpg


I know you're a huge graphics whore like me, and I know when you see this in 4K on your TV, you will lose your shit, like me. Bring on the slop
This looks VERY good, but strains my eyes in a certain way and changes the original scene too much, most looks deepfake A.I. slop. Two things can be true at once...
 
And about "artistic intent", isn't this also messing with the "artistic intent?" Because this looks far away from the original intended art.

K66vOPAmk3GzGl7P.jpeg


Not trying to equalize the two, but people have to be careful with using these words, if you tell me "one is an inferring solution & the other is not", that's also wrong and frankly, it's starting to get into semantics or the nature of how both work.

Both are deterministic real-time rendering solutions that artists have very much control over, but the resulting incidences from real-time rendering cannot be controlled by the artists.

Like real-time shadow maps, real-time subsurface scattering, real-time Path Tracing, also DLSS 5. They are all real-time solutions that artists can use with intention, but the resulting factors from them is real-time & not every frame of those factors can be controlled by an artist.

What I will also say is Nvidia (and Capcom) need to fix the issue with DLSS 5 faces & make them suit a more video-gamey look rather than completely realistic, make them look as if it's a CGI model of a video game model. Make her look gamey.
This is just a by-product of bad lighting, it doesn't change the original look purposefully.
 
GTA guys too, but I dont know shit about them -

Who is even directing GTA6? Motherfucker is so low key.
RDR2's Lead Producer (Rob Nelson) and Lead Artist (Aaron Garbut) are both still at Rockstar so they're probably at the helm of VI as well. RDR2's Lead Designer left Rockstar in 2019 so we'll see who takes the mantle for VI but in terms of technical specialists the company seems strong as ever. Fun fact one of the leaks that happened was supposedly recorded by a friend of Aaron Garbut's son back when Rockstar still had a wfh policy, it was a pretty benign leak though, nothing like the 2022 leaks.

My main worry is writing. Dan Houser and Rupert Humphries both left the company so only one of the 3 main writers remained so that's the big question mark I have for the game.

But yeah, all these guys seem like they enjoy making games but don't care about the spotlight, even Sam and Dan Houser are mostly reclusive so you have to actually search about them unlike Koji Pro and ND which shove their leaders right in your face whether you like it or not.
 
Denis doesn't fuck around with his cinematographers. Ever since I watched BR 2049 one of my dream games has been a Rockstar Games-like third person open world set in the Blade Runner universe.
After playing RDR2 and its beautiful graphics at the time I haven't been able to stop dreaming about it every now and again.
the drive to the hospital scene at the end of Prisoners is etched into my mind. Roger Deakins is needed so bad in this industry. Just hire him for a few months and have him teach these people how to light each scene.

Would it really be a one size fits all model or could it be tailored to each game? I imagine a dev could train their own lora or whatever the equivalent might be if they wanted to.
i dont think they can do more than one model. i brought up dlss2 yesterday, they stopped doing game specific training with DLSS1. They told DF that DLSS5 is supposed to a photorealism filter of sorts. I just think if they are going to make something like this, it needs to be more cinematic than real life. Real life is boring. I went on a mini rant just a few days ago about how real life is bland and dull. I want games to look like movies.
 
I will always acknowledge and agree regarding the vast potential of AI.

But so far I still dislike the execution.

Here's another image I forgot to bring up:

0pdjkkptwgpg1.png


Where did his shadows go? He now looks like a photographer's photobucket sample image.

I just can't buy the whole 'accuracy' argument. Not yet. Who knows, maybe 2.0 of this mess might be a large improvement, but I need to see it get there first.
Its the same with the over exsposure there both from all the additional bounced light simulated....they need to figure this into there plans when implementing and adjust the light ouput to a lower setting for it to look its best.
 
Who is even directing GTA6? Motherfucker is so low key.
It was two brothers. Dan and Sam Houser. Dan left the company in 2020 after disagreements with his brother on the direction of the company. Rumors suggested that he wanted to do more single player DLC content for GTA and make games faster by reducing the scope.

Dan was the creative lead. He wrote and directed every GTA and Read Dead game as well as Bully and Max Payne 3. Sam did the executive stuff. Both brothers founded the company, but Dan was the main creative guy. That said, Sam is the reason why we all love GTA. he is the guy who wants to make billion dollar games that set a new bar on every release. RDR2 and GTA6 would not look like a billion bucks if it wasnt for his high standards. If you've ever wondered why horse testicles shrink in cold weather in RDR2, Sam is the reason why.
 
RDR2's Lead Producer (Rob Nelson) and Lead Artist (Aaron Garbut) are both still at Rockstar so they're probably at the helm of VI as well. RDR2's Lead Designer left Rockstar in 2019 so we'll see who takes the mantle for VI but in terms of technical specialists the company seems strong as ever. Fun fact one of the leaks that happened was supposedly recorded by a friend of Aaron Garbut's son back when Rockstar still had a wfh policy, it was a pretty benign leak though, nothing like the 2022 leaks.

My main worry is writing. Dan Houser and Rupert Humphries both left the company so only one of the 3 main writers remained so that's the big question mark I have for the game.

But yeah, all these guys seem like they enjoy making games but don't care about the spotlight, even Sam and Dan Houser are mostly reclusive so you have to actually search about them unlike Koji Pro and ND which shove their leaders right in your face whether you like it or not.
they are so recluse i didnt realize Dan was the lead writer for virtually every single Rockstar game until the Lex Friedman interview just a few months ago. He's a legit legend of this industry.
 
It was two brothers. Dan and Sam Houser. Dan left the company in 2020 after disagreements with his brother on the direction of the company. Rumors suggested that he wanted to do more single player DLC content for GTA and make games faster by reducing the scope.

Dan was the creative lead. He wrote and directed every GTA and Read Dead game as well as Bully and Max Payne 3. Sam did the executive stuff. Both brothers founded the company, but Dan was the main creative guy. That said, Sam is the reason why we all love GTA. he is the guy who wants to make billion dollar games that set a new bar on every release. RDR2 and GTA6 would not look like a billion bucks if it wasnt for his high standards. If you've ever wondered why horse testicles shrink in cold weather in RDR2, Sam is the reason why.
Back in the 3D GTA era Sam supposedly once said that he personally listened to every song in the games and no song would make it into the games' radio stations without his approval. That always made me want to share a conversation about music with the man since every game of theirs has been on point regarding radio music.
I wonder if he still does that.
they are so recluse i didnt realize Dan was the lead writer for virtually every single Rockstar game until the Lex Friedman interview just a few months ago. He's a legit legend of this industry.
Yep, his explanation as to why GTA IV's story is so dark compared to the rest of the GTA games was fascinating, I'm really curious to see what his next game will be like, I've heard good things about the book.
 
Ehhh...."artistic vision" etc. are just platitudes at this point. More often than not I hear these terms being deployed to handwave away deeper discussion, and as a rallying cry for those people who think "graphics don't need to get any better" blah blah. The best looking games are always the ones that understand the techniques and limitations of the hardware they're targeting, and combine tech and art to create something striking whether it's 2026 or 2006 or 1996. But who's to say what any dev team would have done with fewer or no limitations? Video games are also products and any final "artistic vision" is the result of tremendous compromise to even get to the finish line.

That's what a lot of the people who harp on "artstyle" choose to ignore. A lot of the "artistic vision"/"artstyle" discourse these days is coming from people who use it to disparage technical ambition....a million retarded variations on "ray tracing is a scam, all you need is ARTSTYLE!" and I've heard them all. Most of the "best looking games" that always get brought up (AC Unity, Arkham Knight etc.) were pushing insane tech in their day, often with significant drawbacks to performance or image quality or just being buggy as fuck. These games were using every trick in the book and inventing new ones along the way. Plenty of them had the same issues people blame modern games for and forget were always an issue when ambition meets tech meets art.

Back in the day everyone knew that graphical fidelity and advanced tech were joined at the hip with a game's "art" but these days it's far more common to hear that you don't need good tech if you have good "art" almost to the point where people start sounding artistically/morally opposed to cutting edge rendering, as if you can't have both :messenger_tears_of_joy:

Again, nobody here is really saying that, it's just super common on social media etc.
Its a new form of Technophobia being pushed by Anime addled fans who demand every girl look like a doll and who are terrified of photorealism.

There most likely also a correlation between these people and spending way too much time in front of a screen that they dont even remember how complex reallife lighting is.
 
Guys, what is going on? I don't get the negativity. I'm just as stumped as the DF dudes, I guess.
This tech is a godsend, at least for (background) NPCs.

Check out this enhanced Starfield chick @5:21. Not only does she look magnitudes better in DLSS 5, but all the subtle facial animations and head movements are also improved. Is there seriously anyone out here who prefers the original (nightmare doll) art direction in this case?

1bydVbm6Iy1kOY4b.jpg

 
Not sure why the fuck people are panicking when that is the clear solution to the problem.
No the clear solution is to do the same thing they have been doing.

When you go to turn on rt they give you options that include rt shadows, rt ao, rtgi as seperate boxes. They will do the same with this tech. Boxes to check whether or not to include the faces and sliders fo dial in the effect. Options.
 
Because it looks like deep fake A.I. slop.

That, but also I think the issue is that virtual humans are just not cut out for attempts at photorealism. As we're edging closer to that, it's creating this uncanny valley effect that audiences aren't comfortable with. DLSS5 could be as far away from slop as it could be, and I imagine a lot of people would still be repulsed.

I think chasing photorealism is fine in game environments as our minds are not trained to spot when a shadow doesn't cast just the right way. That's why rasterization tricks have gotten us so far. But our minds are trained (probably through evolution) to spot and warn when a person or creature doesn't look right.

I think this is why Rockstar are still leaning into their characters looking just stylized and 'videogame-y' enough so that they step past the uncanny valley.

fMXHFEkPNh7IO9Sm.jpg
 
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That, but also I think the issue is that virtual humans are just not cut out for attempts at photorealism. As we're edging closer to that, it's creating this uncanny valley effect that audiences just aren't comfortable with. DLSS5 could be as far away from slop as it could be, and I imagine a lot of people would still be repulsed.

I think chasing photorealism is just fine in game environments as our minds are not trained to spot when a shadow doesn't cast just the right way. That's why rasterization tricks have gotten us so far. But our minds are trained (probably through evolution) to spot and warn when a person or creature doesn't look right.

I think this is why Rockstar are still leaning into their characters looking just stylized and 'videogame-y' enough so that they step past the uncanny valley.

fMXHFEkPNh7IO9Sm.jpg
There is a reason why GTA V's characters have aged quite poorly compared to the rest of the game, they actually based them on their real-life actors. Even GTA IV's look better despite the overall lower quality textures.
Good thing they walked that decision back for RDR2 and now GTA VI.
 
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It destroys pwesonality and the artistic touch.

We are on the road for generic graphics with no turn back, all thanks to muh photorealism obsession.
Exactly what i expected from you all.

Its always been about the deep seated hatred so many of you have towards photorealistic graphics in games.

This has always had very little to do with the ai slop look and has been mostly this. At least your honest.
 
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