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Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

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Re: Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

#31

Earlier quoted context omitted.

100ms latency to blur the game isnt what i'd consider great

In my experience I get 2x perf without visual degradation or any notable latency at all. Certainly not 100ms — I can easily notice 16ms.

The latency is very noticeable I dont know how you can claim to notice 16ms but not notice that you are getting 80-100ms latency.

Re: Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

#32
post #29

Earlier quoted context omitted.

They dont look real the lighting is terrible. There is lighting that would suggest two light sources on one part and lighting that would suggest one light source on other parts. Its jarring.

Took another look. You're entitled to your opinion, but, yeah, am not seeing the two light source problem you mentioned, not at least in screenshots I looked at. And for me at least, they look more realistic than with dlss 5 turned off. But may be I'm not seeing something you're seeing.

The specular highlights on faces definitely look wrong to me though I struggle to describe why. Shadows and diffuse lighting is a totally different story, though. Look at how it completely deletes the shadow of the steeple on the right hand side[1], or how it completely eliminates the shadows on this guy's face and jacket. Overcast lighting is an easy cheat for hyper-realism[3] and almost every single scene shown has softened or absent shadows and more diffuse light.

As an aside, I'm starting to wonder if they are modifying engine settings when switching it on and off. There's clearly some amount of accumulation it has to do and its impossible to frame-by-frame a video of a monitor, but in [1] the first frame snaps from a dynamic shadow of the steeple to a generic small blob shadow, then gets entirely eliminated on the next frame.

[1] https://youtu.be/4ZlwTtgbgVA?t=435, [2] https://youtu.be/4ZlwTtgbgVA?t=326, [3] Cyberpunk hyper-realism mod: https://www.youtube.com/watch?v=_toA8lErAHg

Re: Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

#33

Earlier quoted context omitted.

In my experience I get 2x perf without visual degradation or any notable latency at all. Certainly not 100ms — I can easily notice 16ms.

The latency is very noticeable I dont know how you can claim to notice 16ms but not notice that you are getting 80-100ms latency.

Well, because I'm not getting 80-100ms latency. In a first-person shooter, 100ms would be 6 frames and make the game basically unplayable with a mouse. Also there's nothing intrinsically expensive about DLSS to cause such a latency. I suspect something is wrong with your setup?

Re: Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

#34

Earlier quoted context omitted.

Took another look. You're entitled to your opinion, but, yeah, am not seeing the two light source problem you mentioned, not at least in screenshots I looked at. And for me at least, they look more realistic than with dlss 5 turned off. But may be I'm not seeing something you're seeing.

The specular highlights on faces definitely look wrong to me though I struggle to describe why. Shadows and diffuse lighting is a totally different story, though. Look at how it completely deletes the shadow of the steeple on the right hand side[1], or how it completely eliminates the shadows on this guy's face and jacket. Overcast lighting is an easy cheat for hyper-realism[3] and almost every single scene shown has…

Hmm, I do see the shadows being removed in the links you have, and have noticed that the backgrounds do look like their lighted differently from the original, but was wondering if that is just because the AI lights things differently? - they did say that these AI effects are done with the actual 3d assets themselves and is not just some type of filter that run over the existing images, so could see how the lighting could change quite a bit.

Yeah, may be the fact that they are lighted differently from the original is turning people off. Understandable. For me, still find it impressive, and think the level detail in the faces and clothing is a full step up in capability.

Re: Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

#35

Earlier quoted context omitted.

The specular highlights on faces definitely look wrong to me though I struggle to describe why. Shadows and diffuse lighting is a totally different story, though. Look at how it completely deletes the shadow of the steeple on the right hand side[1], or how it completely eliminates the shadows on this guy's face and jacket. Overcast lighting is an easy cheat for hyper-realism[3] and almost every single scene shown has…

Hmm, I do see the shadows being removed in the links you have, and have noticed that the backgrounds do look like their lighted differently from the original, but was wondering if that is just because the AI lights things differently? - they did say that these AI effects are done with the actual 3d assets themselves and is not just some type of filter that run over the existing images, so could see how the lighting c…

> they did say that these AI effects are done with the actual 3d assets themselves and is not just some type of filter that run over the existing images

That was essentially just Jensen Huang lying during his Q&A. DLSS5 uses the same input data as DLSSI agree, every shot has something to like, especially in fine details, but I question the feasibility of fixing the issues while running the model on a consumer GPU in realtime. Getting similar improvements without falling back to diffuse lighting would require the model to infer a huge amount of information about off-screen light sources and objects. I'm much more excited about putting my tensor cores and vram towards neural textures since they can actually add detail at the geometry level.

https://www.nvidia.com/en-us/geforce/news/dlss5-breakthrough...

Re: Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

#36
post #20
post #8

Earlier quoted context omitted.

As demoed, it's obviously very bad. But before giving up on it completely, I'd like to see a version that can remain faithful to the original color grading and tone mapping. Those changes affecting the overall look of the whole frame really distract from comparing the more subtle lighting differences where they might be onto something good. But I'm also skeptical about whether they can pull this off in a way that doe…

An issue I haven’t seen anyone bring up: how are they going to keep the randomly generated sexy new AI face for the characters consistent between shots? A frame of the character shown 20 hours into the game doesn’t remember the random generated sexy face it gave that character 1 hour into the game. Everything about this is so stupid.

[deleted]

Re: Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

#37

Earlier quoted context omitted.

Hmm, I do see the shadows being removed in the links you have, and have noticed that the backgrounds do look like their lighted differently from the original, but was wondering if that is just because the AI lights things differently? - they did say that these AI effects are done with the actual 3d assets themselves and is not just some type of filter that run over the existing images, so could see how the lighting c…

> they did say that these AI effects are done with the actual 3d assets themselves and is not just some type of filter that run over the existing images That was essentially just Jensen Huang lying during his Q&A. DLSS5 uses the same input data as DLSS I agree, every shot has something to like, especially in fine details, but I question the feasibility of fixing the issues while running the model on a consumer GPU in…

Hmm, actually heard it from a podcast that this is actually working with the 3d assets, and even that statement you quoted says "anchored to source 3D content." Although, that could mean a lot of things and it's still early on, so it could still just be a pass at the end by an AI model. Yeah, I'll stay on the fence until more details are released - and should mention, am no graphics expert, and am only giving my opinion as a fan of good graphics on what the results look like:)

Re: Nvidia's DLSS 5 uses generative AI to boost photorealism in video games

#38

Earlier quoted context omitted.

The latency is very noticeable I dont know how you can claim to notice 16ms but not notice that you are getting 80-100ms latency.

Well, because I'm not getting 80-100ms latency. In a first-person shooter, 100ms would be 6 frames and make the game basically unplayable with a mouse. Also there's nothing intrinsically expensive about DLSS to cause such a latency. I suspect something is wrong with your setup?

If you dont believe me you can look up latency tests for it. without DLSS rendering is ~15ms. With preformance mode DLSS that raises to about 30-35MS. Balanced is about 60ms and beautiful is 90-100ms input latency.
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