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DLSS 5 preview

Good summary. As I said earlier, it is nothing like the DLSS 5 showed off earlier in the year. So you can be frustrated with what was shown off then and support this version.

To me, it still looks like a reshade mod in most games i've seen. It is by no means a winner across the board. NBA and GTA V are the stand outs for me.
 
I like how he admits one most important thing that people completely miss when praising DLSS5 - ENGINE, as he underlines few times, was crap and not able to render the light artists wanted it to render. Engine could be fixed and, as his per own words, it would've looked well then, as artists intended, matching what they created. DLSS5 is, as underlined by me and few other people and pretty much voiced by him indirectly, patching lazy development with a high-performance cost. Welcome to the future, I suppose? :)

Fun fact, RT/PT was supposed to do it but somehow didn't (look again at the "lazy development" part), then neural rendering was supposed to replace RT/PT to render games faster - and it didn't, it kills performance just as well. But, at least it "combats" lazy devs? Oh wait, no, because from the same chain of posts "studios will have to put in extra work on body and face animations tho otherwise the contrast between realistic faces and artificial animations will be too jarring" and his response "Yes. The uncanny valley is worse."; then his other response why it doesn't look good in all games: "Depend on the normal maps of characters and texture resolution I guess.". Ergo, with lazy development and potentially studios/publishers looking at it drooling with "Fire most artists, such nice monies saving!" it won't look good. But will cost same amount of performance.
 
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Are you expecting DLSS 5 upscaling (when it comes out) to be more performant than DLSS 4.5 upscaling?
Running both in one pass will for SURE be considerably more performant than running one AI model, then running another AI model on the same image, losing all cached context in between etc. That's just a given, really. How much is another question.
 
"Runs identical to 50 series"

Uh huh here is a 3080 turning on dlss5, goes from 130fps to 4fps

Sometimes goes down to 1FPS too, I've seen. 3k series is just not that good in this type of workload, it would take a lot of work by NVIDIA (and likely lower quality with smaller model etc.) for it to work with any sensible performance on 3k series. 2k is just... no. 4k FP8 - sure. 5k with nvfp4 quant - potentially better, with similar quality to FP8 in theory, but smaller and potentially fitting in 5090 cache, speeding it up even more (but lower models don't have such big cache so won't help as much there).
 
Some of the comments I've seen from people just amaze me, That an optional graphical setting can make supposed grown men become so hyper emotional and unstable... a nice long stay in a loony bin is needed for these people :cry:

TBF I’ve seen the same reactions because of A/B body types and a bit of cleavage being covered up in black flag remake, and that’s on here!
 
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Had my doubts but some of this is very cool when injected into the correct kind of games that suit it. Mmm need a 5000 series card now :s
 
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Had some fun with this over the weekend.
So far I've tried:
GTA V - looks good but, for some reason, the screen is rendering in 4:3 ratio with a wierd inky-like effect on the sides of the display.
Cyberpunk - Very good.
Shadow of the Tomb Raider - Wow :o
Atomic Heart - Works but there's not that many human faces :p
 
Annoying if you’re a modder you’ve got to play with the new features but if you’re an actual developer all you have available is the 4.5 SDK.

Don’t think my game is a great candidate for it (no characters) but I’m interested to see what it does with hard surface lighting on space ships.
 
Annoying if you’re a modder you’ve got to play with the new features but if you’re an actual developer all you have available is the 4.5 SDK.

Don’t think my game is a great candidate for it (no characters) but I’m interested to see what it does with hard surface lighting on space ships.
From what I've seen, it does improve lighting across the board. Racing Sims, in particular, look very good.
 
Shadow of the Tomb Raider - Wow :o
Yeah I think this one impressed me the most out of the few I tried. I feel games that are maybe a little dated now and have a realistic aesthetic seem to get the most benefit. Last of Us Part 2 was also really impressive but I only tried it for a little bit.

I've liked trying it out in more modern games like RE9 and Resonance, but they don't 'need' it so much and the experience isn't a whole lot different.
 
I like how he admits one most important thing that people completely miss when praising DLSS5 - ENGINE, as he underlines few times, was crap and not able to render the light artists wanted it to render. Engine could be fixed and, as his per own words, it would've looked well then, as artists intended, matching what they created. DLSS5 is, as underlined by me and few other people and pretty much voiced by him indirectly, patching lazy development with a high-performance cost. Welcome to the future, I suppose? :)

Fun fact, RT/PT was supposed to do it but somehow didn't (look again at the "lazy development" part), then neural rendering was supposed to replace RT/PT to render games faster - and it didn't, it kills performance just as well. But, at least it "combats" lazy devs? Oh wait, no, because from the same chain of posts "studios will have to put in extra work on body and face animations tho otherwise the contrast between realistic faces and artificial animations will be too jarring" and his response "Yes. The uncanny valley is worse."; then his other response why it doesn't look good in all games: "Depend on the normal maps of characters and texture resolution I guess.". Ergo, with lazy development and potentially studios/publishers looking at it drooling with "Fire most artists, such nice monies saving!" it won't look good. But will cost same amount of performance.


I think the problem he's talking about is the performance vs visual cost. he's saying he maybe doesn't like the look of characters, then he goes over to the artists who made it's desk to complain and the artist shows him how the character looks with perfect rendering and he realises the assets are great but the problem is the game's lighting. The part he didn't say out loud was the game's lighting is the way it is due to the performance budget they are allocated - remember this game had to be able to run on an Xbox Series S, which is equivalent in performance to a last gen console - what they achieved was amazing with the hardware but obviously they are limited by a 16ms budget for the real game, but when you are rendering a single asset as an artist you have no budget, it's not real time - you can ask any dev and they'll tell you the raw assets for their games look 100x better in their dev software than it does in the actual game, this has been the case for decades


And that's without even thinking of storage - even if you can do perfect lighting in a 16ms budget, you still have a question of shipping full quality assets or downgrading and compressing to save space - a game's raw assets can easily take up like 1TB+ of storage, that's 1TB for a single game. A game like GTA 6 that's a huge open world might have multiple terabytes of assets
 
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