It’s adding light sources and details that weren’t there, which it can’t possible keep consistent from one scene to the next.
For the light sources especially, it’s removing shadows and adding light in ways that make no physical sense.
Using motion vectors and geometry data isn’t new. Previous generations of DLSS as well as framegen were already doing that.
What’s new here, is that they stopped inferring details, and started making them up.
The output will not be “more accurate”. It can’t be.
Even if this model doesn’t implement the randomness of other AI tech and remains deterministic, that still won’t allow devs to accurately control output for the literally infinite number of potential scenes players can create in a game.
I get your point, I don’t think it looks very good on the whole and I almost certainly won’t use it.
However, the direction that they’re going in inserting it earlier in the rendering chain seems a bit more promising than simply taking a low-res output and making it bigger.
I could easily see having the ability to add properties of materials/shaders which would exclude them from the process. An artist may not care too much about how the grass is enhanced they may want to disable it for parts of a character’s model or set pieces in the world.
That kind of thing isn’t really possible with DLSS as it stands now (and probably isn’t possible with DLSS 5), but the idea of attacking the problem earlier in the rendering sequence is interesting.
It’s adding light sources and details that weren’t there, which it can’t possible keep consistent from one scene to the next.
For the light sources especially, it’s removing shadows and adding light in ways that make no physical sense.
Using motion vectors and geometry data isn’t new. Previous generations of DLSS as well as framegen were already doing that.
What’s new here, is that they stopped inferring details, and started making them up.
The output will not be “more accurate”. It can’t be.
Even if this model doesn’t implement the randomness of other AI tech and remains deterministic, that still won’t allow devs to accurately control output for the literally infinite number of potential scenes players can create in a game.
I get your point, I don’t think it looks very good on the whole and I almost certainly won’t use it.
However, the direction that they’re going in inserting it earlier in the rendering chain seems a bit more promising than simply taking a low-res output and making it bigger.
I could easily see having the ability to add properties of materials/shaders which would exclude them from the process. An artist may not care too much about how the grass is enhanced they may want to disable it for parts of a character’s model or set pieces in the world.
That kind of thing isn’t really possible with DLSS as it stands now (and probably isn’t possible with DLSS 5), but the idea of attacking the problem earlier in the rendering sequence is interesting.