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DLSS 5 preview

This guy (Ex dev from coffee stains studio) raised quite an interesting point. Will developers take DLSS5 into account and shift their entire artstyle to bring out the best from it, essentially alienating everyone who doesn't use.
Or will they tack it on at the end with no care to the output, which would annoy all of those who love their AI slop filter DLSS5 and how it looks.

The original DLSS was something you could just tack on the end, but DLSS5 could guide the whole art direction of the game from the very beginning. If it does actually have the effect of guiding the whole direction of the game then I doubly hope that DLSS5 fails.


I thought that was @mid_gen for a moment :p
 
This guy (Ex dev from coffee stains studio) raised quite an interesting point. Will developers take DLSS5 into account and shift their entire artstyle to bring out the best from it, essentially alienating everyone who doesn't use.
Or will they tack it on at the end with no care to the output, which would annoy all of those who love their AI slop filter DLSS5 and how it looks.

The original DLSS was something you could just tack on the end, but DLSS5 could guide the whole art direction of the game from the very beginning. If it does actually have the effect of guiding the whole direction of the game then I doubly hope that DLSS5 fails.

That will likely be dependant of one thing only: is it cheaper to produce with it? If yes and it works well enough on enough of their customer base machines, they could use it. If not then it will be bolted on afterthought.
 
That will likely be dependant of one thing only: is it cheaper to produce with it? If yes and it works well enough on enough of their customer base machines, they could use it. If not then it will be bolted on afterthought.

I'd say it depends entirely on how much money Nvidia gives them lol
 
This guy (Ex dev from coffee stains studio) raised quite an interesting point. Will developers take DLSS5 into account and shift their entire artstyle to bring out the best from it, essentially alienating everyone who doesn't use.
Or will they tack it on at the end with no care to the output, which would annoy all of those who love their AI slop filter DLSS5 and how it looks.

The original DLSS was something you could just tack on the end, but DLSS5 could guide the whole art direction of the game from the very beginning. If it does actually have the effect of guiding the whole direction of the game then I doubly hope that DLSS5 fails.

And this is why I mentioned earlier that this is way different to DLSS when that was first introduced and that people compared then to DLSS5 are not looking at it the right way as they cannot be compared. One was always set out to enhance performance in an RT rendered world and eventually evolved into something that improves IQ at the same time too, now matching or beating native when not zooming into pixels 200%+

The other is fundamentally re-visualising the entire game and that will require deep developer input so more work for them if they don't want to sideline console gamers or anyone that doesn't have or want DLSS5 features enabled.

Alternatively, LESS work for them by just tacking on DLSS5 support and wiping their hands. Which is likely to be the case for many games as evidenced by poor optimisation of past games with devs tacking on upscaling and frame gen as crutches.
 
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And this is why I mentioned earlier that this is way different to DLSS when that was first introduced and that people compared then to DLSS5 are not looking at it the right way as they cannot be compared. One was always set out to enhance performance in an RT rendered world and eventually evolved into something that improves IQ at the same time too, now matching or beating native when not zooming into pixels 200%+

The other is fundamentally re-visualising the entire game and that will require deep developer input so more work for them if they don't want to sideline console gamers or anyone that doesn't have or want DLSS5 features enabled.

Alternatively, LESS work for them by just tacking on DLSS5 support and wiping their hands. Which is likely to be the case for many games as evidenced by poor optimisation of past games with devs tacking on upscaling and frame gen as crutches.

Can we get a TLDR?

The gist of it is, this is likely to be a 5000 series exclusive, therefore bad. Am I right?

:p:D;)
 
Not to be out done, AMD has quickly announced its own neural slop renderer ;) ;) ;)


Native:



FSR5:
 
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In the stalker compare image the guys arm has material added to it compared to the original, also some attempt at depth on the gun on little bits. And hogwarts, whats it done to the guy behind the desk, looks like original had poorly rendered guy with glasses to something completely different. So is it keeping the games artistic intent or is it adding/replacing textures too.
 
Meanwhile a bunch of Devs outside Nvidia and AMD already shown earlier their own actually neutral replacements for PT etc. where AI is generating global illumination much faster than PT could do it with near identical results but without noise and other rubbish that current PT implementations include. Ergo, potentially faster and better in games but without touching any assets, textures etc. - it's just global illumination. And it's not locked to any particular vendor. But that's not what Nvidia seems to be pushing.

There are also other technologies out there with big potential for gaming like recently shown by Corridor Digital Gaussian Splats - that looks really good with details with a very different approach to photorealistic 3D graphics. Point is there are many other roads Nvidia could've taken and they chose Instagram filter...

And for curious ones:
 
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If this is as difficult to run as path tracing, then it matters just as much, i.e. not a lot.

How much effort do developers put into path tracing anyway? How many people are able to use and are actually using path tracing? I don't think many gamers will have a choice to use DLSS 5, even if they like it.....
 
Meanwhile a bunch of Devs outside Nvidia and AMD already shown earlier their own actually neutral replacements for PT etc. where AI is generating global illumination much faster than PT could do it with near identical results but without noise and other rubbish that current PT implementations include. Ergo, potentially faster and better in games but without touching any assets, textures etc. - it's just global illumination. And it's not locked to any particular vendor. But that's not what Nvidia seems to be pushing.

There are also other technologies out there with big potential for gaming like recently shown by Corridor Digital Gaussian Splats - that looks really good with details with a very different approach to photorealistic 3D graphics. Point is there are many other roads Nvidia could've taken and they chose Instagram filter...

And for curious ones:

These Gaussian Splats seems to be more akin to photogrammetry and is basically a pre backed scene. He even shows that he needs to put all the data in another program to redo it with path tracing if you need to change the lighting... then again wait a long time again to recompute...


Improvements in procedural generations seems to be (at least to me) a better way ahead. Path tracing is pretty quick already and will only be faster going forwards.
 
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