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Also, this is is what we get in returnThat and game developers love it because they don't need to optimise their games...
But how, I thought "raster is dead!"? 
Also, this is is what we get in returnBut how, I thought "raster is dead!"?
Well, it's likely a bit of both but he's right - there's very little visual difference in that specific example and huge huge FPS difference"You can just apply an orange filter"![]()
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Just went full circle, haha!
PS: I hope he's trolling, but probably he's not...
I can bet most people wouldn't be able to tell the difference when playing, which one is PT and which one is not, but FPS they do notice. And so, as he said, that's what dlss 5 could do - just put a filter on 
PS: I hope he's trolling, but probably he's not...
Nobody plays potential though; people play the implementation only. Same as DLSS 5 - in theory good potential but what they shown caused huge backlash. So, if it looks almost the same with 4x+ FPS difference, and also the PT version has big ghosting and noise issues (as he shown and we've all seen that in PT games), potential is meaningless IMHO.The first comparison he cuts off the bits at the side which show path tracing a bit better... not that path tracing is doing anything much in those scenes but that is more down to game design and implementation rather than the potential of the technology.
He made a good point regarding motion vectors - it's not just for stability, but also if frames don't change much, DLSS 5 in theory does NOT have to generate those static parts for each frame and only need to do it for moving bits. This is likely why NVIDIA did NOT move much at all in presentations, most of the time they have shown near static scenes only. Likely their 2x5090 were still too slow to handle all of it with fully moving scenes, but if only small bits were moving it worked fine. This will likely be improved as time goes, but I still suspect it won't work great on current hardware below 5090 or 5080, with sensible resolution and FPS.
it literally looks like a social media filter for games..... also what the artists intended is one of the big reasons people don't buy games.... you can already see an agenda underneath a lot of the timeIt looks good, yet what about developers and artists and what they intended? Shame I just got 9070XT
Well, it's likely a bit of both but he's right - there's very little visual difference in that specific example and huge huge FPS differenceI can bet most people wouldn't be able to tell the difference when playing, which one is PT and which one is not, but FPS they do notice. And so, as he said, that's what dlss 5 could do - just put a filter on
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That's a given but also that's why Nvidia engineer said clearly, it works best in pt games as it needs very good input of proper lighting to give good enough output. Ergo, that's going to make games even slower.My concern is that we'll end up with another rasterization lookalike, meaning just approximation of how light works by guessing based on the data it was trained instead of actually doing the path tracing that should be done normally...
That's a given but also that's why Nvidia engineer said clearly, it works best in pt games as it needs very good input of proper lighting to give good enough output. Ergo, that's going to make games even slower.
In this case it seems we are aligned close enough in the opinion. I like how Jensen finally changed his tune and started to admit he doesn't like AI slop himself and can see how what was shown could be seen as that. But then he promised it will get much much better and give much more freedom to adjust by Devs etc. Sometime, in the future, who knows on what GPUsIt works best with PT/RT, because it's a screen-space solution, but with PT you already get the benefits of a better lighting that DLSS supposedly brings for the landscapes - even more so with mega geometry and opacity maps. It remains viable for neural materials (basically enhanced objects) and perhaps characters, but even there, a properly made game with future engines (to no have it limited just at UE5/6), will probably come close - if not surpass it.
It could help "lazy devs", but don't know, can't say I'm impressed. It would have been nice to help setup quickly a character, from a picture or a movie, into a game asset, a sort of mega humans from epic or have a sense of the world and create readily available assets for use in games - basically high quality generative AI for in-game assets (of course, running offline, not at run time)...
As of now, I find it interesting for less complex games (current and older), but pulled down with the limitations of screen-space. Can't say I'm incredibly impressed.
