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Nvidia at Live GTC : DLSS 5

I have no problem with it being AI slop as long as the art team of the game studio is heavily involved with each game that ships.

They should be choosing what the face looks like. If that's the case then yes. I will say this could be absolutely bonkers tech.

Starfield looked insane. I would play a game like that looking like that lol.
No one in their right mind says, "Starfield looks insane."

Stop and think about what you're doing here. You're letting AI slop tech convince you to play fucking Starfield of all games.
 
The cognitive dissonance from gamers and "independent" enthusiast channels on social media today has shown me how much these people are grifting their audience of followers. It's truly been something to behold. Etched forever in the halls of retardation and bad historical takes I didn't think was possible. :messenger_grinning_smiling: Truly one of, if not the most embarrassing moments ever in videogame history.
This 1000% same.
 
"Not an AI filter," Is such bullshit. If you feed the original Resident Evil 9 image into Nano Banana, the results are extremely close:

No, this DLSS5 is completely different, and is just a lighting change, the original model and paths are calculated using shaders to rasterise everything, and it's just pretending it's super raytraced but it's 100% the artists intention, really, its like they have a PS7. I swear, it's not a new painted in AI representation that is just stable because it has access to some additional data an average LORA wouldn't, no it's a super tech that is reading the triangles and that makes it better somehow. Please believe me, it looks great because it's NOT overpainted slop. It's not overpainted slop. Overpainted slop. Slop. Slop. Slop. Also, Unreal Engine 5 recreations of Mario are great and Nintendo should give that man a job.. Super Eagle mode on ZSNES was the best filter. Motion Smoothing on TVs was best in the mid 2000s, and soap operas look amazing and realistic.
 
If you played the game you would understand Grace isn't supposed to be a Kardashian...

"But she's hot tho"

You guys are completely missing the point. Why am I even here? You can't even think beyond your groin.
Go into options....you see that little dlss5 switch....change it to dlss4.5....there....all better?
 
Fair enough, the way you say it now it's more nuanced. I'm calling out the youtubers who say looks like shit. If the Fifa or AC shots look like shit, what does that make the non DLSS ones?
In the end we're all just nerds and it's fun to argue about this.

Just for the heck of it asked my 9 year old daughter which shots she thought looked better and she consistently chose the DLSS ones.
Perfect for the new nVidia GPU boxes with AI slop models on the cover:

"When we asked 9 year old daughters which shots they preferred, 7/10 chose the DLSS ones."
 
Same people who crap on DLSS5 , were praising this basic, trash ass update, Pissr 2, just hours ago.

How can you say this is amazing

HDjCKujXkAA9cV1



And this is terrible?

OBLIVION2.gif


We are done here. Some folks need new eyes. Or are just trolling.
It always makes me laugh when people sign off with, "We're done here." like they just mic dropped and everyone clapped.

Yes, that IS terrible. It looks like someone cranked the sharpness to max and added a massive spotlight above the scene. DLSS5 is an AI filter along with a bunch of shit to mimic the garbage "realistic" mods out there.
 
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Perfect for the new nVidia GPU boxes with AI slop models on the cover:

"When we asked 9 year old daughters which shots they preferred, 7/10 chose the DLSS ones."

Kids just be speaking the truth man, no investments whatsoever, don't care or know if AI's behind it

Watch Black Myth : Zong Khui using this tech and everyone saying it looks bonkers come release.
 
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zSAYBrLnIdhKqRcG.png
The middle one is absolute slop, no artist ever signed off on that. Uggh. The right though? Artisanal, refined, amazing, just a dab of lighting just like the original Artist wanted if he had the power. No to the middle. Literal Sex to the right please, thanks.
 
zSAYBrLnIdhKqRcG.png
The middle one is absolute slop, no artist ever signed off on that. Uggh. The right though? Artisanal, refined, amazing, just a dab of lighting just like the original Artist wanted if he had the power. No to the middle. Literal Sex to the right please, thanks.
Thanks for posting this, couldn't figure out a way to post the damn image.

It's so obvious this is an AI bullshit filter. Total garbage.
 
Watch Black Myth : Zong Khui using this tech and everyone saying it looks bonkers come release.
The Venn diagram of people that likes DLSS 5 and people that find Black Myth's "art direction" acceptable is a circle, indeed. I expect many 6090 sold by when the game releases.
I was going to ask, I feel it was skipped over. :)
Yeah, I saw that one too but I usually don't engage in serious conversation in GAF and it is too early for me to think of a funny way to insert that image. Congrats to your coffee brand.
 
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I think the issue here is really that this is all part of DLSS, so it's done as part of the output rather than part of the scene generation? What I mean by that is, using AI to accelerate and improve lighting is a REALLY good idea, the improvements there could be enormous, but by doing that they have full artistic control. With this it's screwing around with the final image in realtime, impressive but ultimately fake/uncanny valley looking. There will also be question marks over consistency, is the output the same every time you play it? Do the faces change if you come back to them later (if not that is impressive in itself to be fair)
 
The tech is absolutely incredible. Just because the face doesn't look exactly like the source material, it doesn't mean you should throw the baby out with the bathwater. You get real-life photorealism at relatively little cost. The technology is mind-blowing.

XjNfV9QDUL9wRmwN.jpg
People who fall for this shit should have their internet turned off forever.
 
Why do you all keep blaming Nvidia for this?

If the original high quality artwork was provided by capcom bethedsa

All Nvidia is providing is their ai trainer that compresses the original artwork and ask their tensor cores to reapply the character skin in high quality than what capcom needs to manually do using traditional cuda and texturing?
 
It's not. AI is thoght how light works and sees image and "base truth" and corrects mistakes. Anyone who deals with lighting in post processing literally does that. So it is not simple filter sharpness up, contrast up and so on. Filters don't generate light bounces, proper AO and so on. This is why DLSS5 looks so uncanny. It applies proper lighting to scenes and you end up with super realistic lighting that has still old models, animations and so on. The closer you are to realism the easier is to spot things that don't match in scene.


Also this is still work in progress so not even 1.0

There will be 2.0, 3.0 and so on in coming years. I fully expect in 2-3 years there will be anime DLSS model, real model etc. so you can literally swap out graphics as you want.

This is the fundamental problem that stupid people are misdiagnosing. It's not a face filter. It's a lighting enhancer - to the point of high end CG. And all of a sudden game models designed, or at least consistent with, low quality lighting don't look quite up to scratch with photorealistic lighting. It's just slightly dissonant. But underlying all this the real story is that they've just hacked lighting rendering to skip like 15 years of RT progress. It's fucking magic.
 
I feel this is another case of 'I'm going to be disingenuously stupid and reductive by getting caught up in the histrionics of an anti-AI movement'. All this crap about artistic intent, yet people had no qualms about running upscaling with shimmer, artifacts, aliasing, ray tracing ruined etc. Everyone wanking over RR in Crimson Desert while the rain disappears etc.

Lighting in games is a terrible problem to solve. RT/GI was meant to be the cure to this but it introduces a whole host of other problems. It was why guerilla used 'hero lighting' as a compromise. So we didn't get mawkish shots of the protagonist looking like she ate lego. It's not an uncommon problem because GI will do its own thing and you lose the authorship of the scene. What you see on screen is not what the author/artist wanted you to see. It's what they compromised on because of the reductions they needed to make. There are countless examples of how lighting trashes scenes.

kr9kCW2CwrShdmkX.jpg
GnYXLVVKNA2PK0IS.jpeg


DLSS 5 adds in the authorship of what the scene should look like at the end. It covers up compromises made when building the game or getting it to run - you can see it in the eyes of Grace, getting more highlights and micro contrast added instead of just a texture and reflection. Instead of having flat shading with a narrow spectrum of variation, the clothes are lit differently depending on the fabric and where it's worn. I need to see an example of brushed material like suede but I'm guessing that will also behave the same way. Or in Forza Horizon/GT7 the cars have that simple but bright, strong paintwork - yet how many have that speckle dust or pearlescent detail in real time? And the compromises on skin, well you can see them in any open world game and in a lot of non AAA studio linear games.

I'm not an advocate of all this DLSS stuff. I don't particularly like upscaling, and I really don't like framegen. But it's here to stay and honestly, this has by far the biggest impact in making games look 'better' and more consistent in how they appear. But let's be honest this is just retrospectively being applied to some games at the moment - Nvidia have already said the tools are there for devs to author how the technology is used and help them hit the goal of making the game look like THEY want it to, without the compromises of raw power. I think a lot of people will be eating crow once devs actually start using this and aligning those two things because the artsitic intent will become very clear, so I'd be cautious of going down this route as an argument.

The meme's are great. I don't know why we can't poke fun at the reveal as well as discuss the technology stacks and the benefits of it once realised. It's derangement levels of response right now. And this feeds the youtubers who want clicks from everyone who wants to feel they are right - so the demand drives the supply while common sense goes out the window.
 
This is the fundamental problem that stupid people are misdiagnosing. It's not a face filter. It's a lighting enhancer - to the point of high end CG. And all of a sudden game models designed, or at least consistent with, low quality lighting don't look quite up to scratch with photorealistic lighting. It's just slightly dissonant. But underlying all this the real story is that they've just hacked lighting rendering to skip like 15 years of RT progress. It's fucking magic.
This is nonsense.
 
I feel this is another case of 'I'm going to be disingenuously stupid and reductive by getting caught up in the histrionics of an anti-AI movement'. All this crap about artistic intent, yet people had no qualms about running upscaling with shimmer, artifacts, aliasing, ray tracing ruined etc. Everyone wanking over RR in Crimson Desert while the rain disappears etc.

Lighting in games is a terrible problem to solve. RT/GI was meant to be the cure to this but it introduces a whole host of other problems. It was why guerilla used 'hero lighting' as a compromise. So we didn't get mawkish shots of the protagonist looking like she ate lego. It's not an uncommon problem because GI will do its own thing and you lose the authorship of the scene. What you see on screen is not what the author/artist wanted you to see. It's what they compromised on because of the reductions they needed to make. There are countless examples of how lighting trashes scenes.

kr9kCW2CwrShdmkX.jpg
GnYXLVVKNA2PK0IS.jpeg


DLSS 5 adds in the authorship of what the scene should look like at the end. It covers up compromises made when building the game or getting it to run - you can see it in the eyes of Grace, getting more highlights and micro contrast added instead of just a texture and reflection. Instead of having flat shading with a narrow spectrum of variation, the clothes are lit differently depending on the fabric and where it's worn. I need to see an example of brushed material like suede but I'm guessing that will also behave the same way. Or in Forza Horizon/GT7 the cars have that simple but bright, strong paintwork - yet how many have that speckle dust or pearlescent detail in real time? And the compromises on skin, well you can see them in any open world game and in a lot of non AAA studio linear games.

I'm not an advocate of all this DLSS stuff. I don't particularly like upscaling, and I really don't like framegen. But it's here to stay and honestly, this has by far the biggest impact in making games look 'better' and more consistent in how they appear. But let's be honest this is just retrospectively being applied to some games at the moment - Nvidia have already said the tools are there for devs to author how the technology is used and help them hit the goal of making the game look like THEY want it to, without the compromises of raw power. I think a lot of people will be eating crow once devs actually start using this and aligning those two things because the artsitic intent will become very clear, so I'd be cautious of going down this route as an argument.

The meme's are great. I don't know why we can't poke fun at the reveal as well as discuss the technology stacks and the benefits of it once realised. It's derangement levels of response right now. And this feeds the youtubers who want clicks from everyone who wants to feel they are right - so the demand drives the supply while common sense goes out the window.
This is a far too sensible take. Your kind aren't welcome here.
 
I feel this is another case of 'I'm going to be disingenuously stupid and reductive by getting caught up in the histrionics of an anti-AI movement'. All this crap about artistic intent, yet people had no qualms about running upscaling with shimmer, artifacts, aliasing, ray tracing ruined etc. Everyone wanking over RR in Crimson Desert while the rain disappears etc.

Lighting in games is a terrible problem to solve. RT/GI was meant to be the cure to this but it introduces a whole host of other problems. It was why guerilla used 'hero lighting' as a compromise. So we didn't get mawkish shots of the protagonist looking like she ate lego. It's not an uncommon problem because GI will do its own thing and you lose the authorship of the scene. What you see on screen is not what the author/artist wanted you to see. It's what they compromised on because of the reductions they needed to make. There are countless examples of how lighting trashes scenes.

kr9kCW2CwrShdmkX.jpg
GnYXLVVKNA2PK0IS.jpeg


DLSS 5 adds in the authorship of what the scene should look like at the end. It covers up compromises made when building the game or getting it to run - you can see it in the eyes of Grace, getting more highlights and micro contrast added instead of just a texture and reflection. Instead of having flat shading with a narrow spectrum of variation, the clothes are lit differently depending on the fabric and where it's worn. I need to see an example of brushed material like suede but I'm guessing that will also behave the same way. Or in Forza Horizon/GT7 the cars have that simple but bright, strong paintwork - yet how many have that speckle dust or pearlescent detail in real time? And the compromises on skin, well you can see them in any open world game and in a lot of non AAA studio linear games.

I'm not an advocate of all this DLSS stuff. I don't particularly like upscaling, and I really don't like framegen. But it's here to stay and honestly, this has by far the biggest impact in making games look 'better' and more consistent in how they appear. But let's be honest this is just retrospectively being applied to some games at the moment - Nvidia have already said the tools are there for devs to author how the technology is used and help them hit the goal of making the game look like THEY want it to, without the compromises of raw power. I think a lot of people will be eating crow once devs actually start using this and aligning those two things because the artsitic intent will become very clear, so I'd be cautious of going down this route as an argument.

The meme's are great. I don't know why we can't poke fun at the reveal as well as discuss the technology stacks and the benefits of it once realised. It's derangement levels of response right now. And this feeds the youtubers who want clicks from everyone who wants to feel they are right - so the demand drives the supply while common sense goes out the window.
wQCYDHdwUkDSz87V.jpg
 
Im not AI savvy but this showcase is just the Neural texture compression that nvidia introduced with 5000 gpu last year. Only that they have progressed beyond tech demos and used in actual games

Think of NTC as the future of texturing, skinning of human and object materials

Imagine their excitement being soul crushed by internet meme patrol…

Afaik, traditional cuda texture rendering need the developers to manually set up and define each and every skins on your polygons, the wrinkles, bumps, subsurfaces, lighting. Developer also needs to create and store large material textures in vram

With NTC, developers just need to send in a high quality 3D scan of their character art into nvidia ai trainer which than pops up a smaller ai file that contains a small model into vram for the tensor cores to call out and skin the objects in highest quality
 
zSAYBrLnIdhKqRcG.png
The middle one is absolute slop, no artist ever signed off on that. Uggh. The right though? Artisanal, refined, amazing, just a dab of lighting just like the original Artist wanted if he had the power. No to the middle. Literal Sex to the right please, thanks.
Proves my point. Datasets are just based on more or less stolen stock model assets.
 
But i was correct in the summarising whats happening here with NTC. At least i verified with chatgpt before posting it
No, NTC is just that, a compression method that upscales smaller textures use at the various layers of scene generation. Albedo, Normal Maps, Roughness maps etc and returns a higher quality texture using a NN upsampler trained on similar data across thousands of games. This is not what is happening here. This is using the output Framebuffer, after all those processes, to generate an image on a pre-trained model, with additional scene data being provided, such as motion vectors, lighting directions. Some of these parameters will be per pixel (motion vectors), some will be nearly prompt like, or a simple vector direction for lighting, but ultimately the work on the composited output scene, after shading and post processing has run to paint into it. It's not part of the graphics pipeline in a traditional sense, it's a post process. I imagine they can also create stencils and material maps which can be used, per pixel, to inform areas that require different treatments, or are even skipped altogether, but ultimately... It's an Image to Image LORA.
 
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I think presenting this by showing existing games was the wrong way...

Showing something that people haven't seen with unfamiliar, but crazy looking characters would be a different story. And that is what this technology can bring if used correctly, like any AI.

Something fine tuned from the start could look mindblowing if done right.
 
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I think presenting this by showing existing games was the wrong way...

Showing something that people haven't seen with unfamiliar, but crazy looking characters would be a different story. And that is what this technology can bring if used correctly, like any AI.

Something fine tuned from the start could look mindblowing if done right.
I think they should apply it to famous movie scenes, and many people will start to freak out and it will be obvious why...
 
I know its silly to assume we all are logical human beings here, but just to somewhat make bit of sense lets look at this tech revealed/tested in the past:

First iteration of dlss, it was terrible and gpu's were too weak to handle it even back then on lastgen games.
Independed reviewers called it out, rightfully so and told us the truth- it wasnt worth it to get 20xx series card for dlss(or rt for that matter).

This tech needed time, adjustments and improvements of all kinds, and gpu's to actually get much stronger to use it properly- aka both software and hardware needed tons of work, and guess what- we reached time when the tech is mature enough and hardware is strong enough so we can actually use it, mainstream.

DLSS5 is more of a proof of concept as of now, future tech in its infant stage, mass market adoption will only come around ps7 launch, 8000 or even 9000 nvidia series of cards so 2036 or so :)

Every1 should call out its inadequacies, coz it has many(from actual results to hardware required to use it) but i wouldnt just scrap whole idea from the get go.
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In the future on our rtx 9060ti and ps7 that tech will look nothing like it does now, by the time avg gamer can afford it it will have many more iterations and likely proper overhaul or three :messenger_sunglasses:
 
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"Painting has been held back for years with challenges around lighting and making images photorealistic. As you can see, DLSS5 tremendously benefits all oil paintings, including all-time classics."
iu
 
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This is so bad. It literally looks like all that thumbnails for "Consoles vs PC" videos, where PC image is generated for bigger contrast and is a clickbait. Now we can have this in games, great!

It looks bad, it makes everything look the same (I mean game by game), it changes the look because it's exaggerating everything (everyone becomes older). And it breaks the photorealistic feel when the animation starts because it still is an in-game animation. But probably soon they will 'fix' even this (but this will be harder to sell as 'game assets').

It was ok-ish when it was only for those funny pictures, but now…

And you are really cheering for that?

I don't like the direction in which corporations are pushing the mankind. Nvidia is forcing everything to sell it's AI dominance. They forced RT (that it was one of holy grails of graphics but it was and actually still is too early for that). They are forcing PT (which is even more problematic for hardware). One of the reasons we need upscaling/reconstructing from lower resolutions is that they are pushing too much. So now we need AI to do that. And even though that DLSS and FSR (now even PSSR) are becoming good at it, it still degrades the image. I was playing RE9 on PS5 Pro and the image has many instabilities, noises, strange behaviors. Pragmata's demo on PC (5090) also had issues. Now Nvidia will be forcing more 'realistic' character.

I see that at least some influencers are seeing the problems (at least for now ;) ). On the other hand seeing other people cheering for that, it is already over, like the whole AI market. I don't think that betting everything on AI (like hardware and rendering development) will end well. Just like Game Pass wasn't good for Xbox but some people were thrilled about it.

So yeah, no for this deepfake, soft generative slop. And if characters in Starfield look bad, blame the developers and don't give them easy/lazy/cheap 'fix'.
 
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