Exactly. Some of the examples don't really look worse necessarily, at least in the very limited side-by-side comparisons we have, but they do look different. The main RE still that they keep showing off looks like a completely different mood. The original looks like an awful, shitty, rainy day and I bet that fits the tone of a RE game better than the afternoon summer shower look the DLSS5 version gives. You can't just put more random lights in a scene and make it "better."I'm actually pretty meh on the Resident Evil example that headlines the article. If you'd told me the real one was the DLSS-5 one, and the DLSS-5 one was the real one, I'd have believed you, and in a vacuum, I'm not really sure I have a strong preference between them.
But we're not in a vacuum. One of them is the finished product of a creative team's art direction, and the other is a slop machine's interpretation of how the creative team should have made it look. I don't care what the pile of soggy linear algebra "thinks" about art direction, at all.
while Digital Foundry described the “transformational lighting” effects as “astonishing” numerous times in its write-up, the reaction from the rest of the gaming world has been overwhelmingly negative so far.
There are some things that are objectively better. In the RE example, her hair self-occludes which looks pretty good, though maybe a bit overkill here because it's looking more like she missed her last appointment to touch up her roots. The skin on her fingers look like they have some subsurface scattering to make them look less like a flat skin texture.I mean… maybe I’m just a basic dude but the DLSS5 versions look pretty great to me. I’m not getting uncanny valley so much as much higher detailed VFX. To the extent that the more detailed versions stray from the artists vision, then sure, that’s not good - the details should help tell the story. But if it’s just a computationally cheaper and easier to implement way of arriving at a level of detail that the artist wants then it’s fine. I predict this is going to be a tempest in a teacup that goes away when cards and games that actually implement this are released.
It is a slop filter, makes the game look like AI generated slop. Great if you like the slop look, but it is not exactly the zeitgeist at the moment.I mean… maybe I’m just a basic dude but the DLSS5 versions look pretty great to me. I’m not getting uncanny valley so much as much higher detailed VFX. To the extent that the more detailed versions stray from the artists vision, then sure, that’s not good - the details should help tell the story. But if it’s just a computationally cheaper and easier to implement way of arriving at a level of detail that the artist wants then it’s fine. I predict this is going to be a tempest in a teacup that goes away when cards and games that actually implement this are released.
Um wow, no accounting for taste I guess.I mean… maybe I’m just a basic dude but the DLSS5 versions look pretty great to me.
This is very much not what it is.But if it’s just a computationally cheaper and easier to implement way of arriving at a level of detail that the artist wants then it’s fine.
"astonishing" isn't always positive. But yeah…
‘cause we’ve all got a couple of 5090s for a rainy dayLooks quite nice on hair, but that's not really a selling point for tech which needs 2x5090's.
“Looking better” is objectively a subjective metric.All On examples are objectively better looking than the Off examples. I get that lots of people hate AI for understandably good reasons, but this isn't one. It certainly isn't "AI slop"
Ambient occlusion already has this problem in the negative: there's an aura of shadows around things, even when the thing isn't casting a shadow in itself. An easy example is the protagonist in GTA V against a bright background, where there's always a subtle, dark haze around the character. Of course it manifests in other ways, but that's a pretty clear one.There are some things that are objectively better. In the RE example, her hair self-occludes which looks pretty good, though maybe a bit overkill here because it's looking more like she missed her last appointment to touch up her roots. The skin on her fingers look like they have some subsurface scattering to make them look less like a flat skin texture.
But everything in the background has been given so much extra light and everything is shinier for some reason.
And if you watch the actual video demos that show movement, characters usually have a glowing aura around them. Like it takes multiple frames to get enough information on what was previously obscured by the character to nail down the colors and before that they overshoot to something too bright and lacking detail.
That's fair and I agree on all points.I mean… maybe I’m just a basic dude but the DLSS5 versions look pretty great to me. I’m not getting uncanny valley so much as much higher detailed VFX. To the extent that the more detailed versions stray from the artists vision, then sure, that’s not good - the details should help tell the story. But if it’s just a computationally cheaper and easier to implement way of arriving at a level of detail that the artist wants then it’s fine. I predict this is going to be a tempest in a teacup that goes away when cards and games that actually implement this are released.
There are a few very special and select instances where this string of words belongs together. Any time you type a series like this, you should pause for a moment and consider, "is that really what I am trying to say?"objectively better looking
I guess it depends on one's taste and how much one's pants snake rears its head when looking at AI-generated female faces. All the examples I've seen drastically alter the games' aesthetics and make everything look horribly samey and in many cases absolutely demolishes the characters, like e.g. in the Hogwarts-game, one of the boys who is supposed to be a teen ends up looking like a 40-year old man and an elderly lady looks like a fricking mummy -- it doesn't look anything even remotely close to how the game is supposed to look.All On examples are objectively better looking than the Off examples. I get that lots of people hate AI for understandably good reasons, but this isn't one. It certainly isn't "AI slop"
I wanna join in on the fun:
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Computationally easier?? Really?I mean… maybe I’m just a basic dude but the DLSS5 versions look pretty great to me. I’m not getting uncanny valley so much as much higher detailed VFX. To the extent that the more detailed versions stray from the artists vision, then sure, that’s not good - the details should help tell the story. But if it’s just a computationally cheaper and easier to implement way of arriving at a level of detail that the artist wants then it’s fine. I predict this is going to be a tempest in a teacup that goes away when cards and games that actually implement this are released.