haxxiy said:
There's genuinely weird color grading in some of these shots, which I hope can be fixed before release, but to think, in a game that is obviously aiming for photorealism, that developers actually want their characters to look like plastic dolls instead of having proper specular highlights and subsurface scattering seems a bridge too far. In that sense, I also wouldn't consider the hard, tedious work of implementing pre-baked lighting as artistic, anyway, at least in ordinary gameplay. Otherwise, you might as well argue that path tracing also changes the original vision. |
Funny thing, just yesterday after watching DF video about Ray Reconstruction/Regeneration in Crimson Desert, I was commenting that, while I do find it to be quite a bit better looking, I don't like that differs from Standard Denoiser so much that it looks like actually different lightning model - and that is much, much milder than what DLSS5 is doing in those examples.
Now, I don't know how much will devs have control over DLSS5, but if they can train it with their data (say Ground Truth of Path Traced game that runs offline with 1024 rays per pixel, or something like that) and then use trained model to make their game looks similar to that ground truth, and consider that as how the game should look per default, then I'm fine with it. But from what I've seen from those examples, the change in a lot of cases makes them feel very different in presentation - which is not bad per se, but it does make the game look like if they were modded/reshaded.







