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The other implication I can see from the DLSS5 DF video is it looks like DLSS5 can basically give you a lighting engine "for low cost", in some of the shots it's clearly creating lighting where none exists, so from that I infer it could probably provide a developer with a lighting engine for a game with little to no work.

Now, I mean will that look the same as a path traced scene, probably not, but the implications of this could basically be for a developer that doesn't want to put in the effort of having any advanced lighting and doesn't want to spend a ton of resources even on baked lighting ... I suspect you can just let an algorithm like DLSS5 (and it's inevitable successors that will be even better) to take over the lighting almost entirely. 

In other words if you just need a quick and cheap lighting engine that "pops" on screen and is eye pleasing to Joe Average Gamer, it looks to me like this can give you that even from not much reference material. Like I said there are some shots where the lighting is added to some scenes from basically nothing, the algorithm they have is good enough apparently to just add that in real time. And this will likely get even better with future iterations.

This is something that's different from both baked lighting and path/ray traced lighting, it could become an attractive "third option" for a lot of developers.

Again, I'm not saying any of this is good/great, it's more of a sobering understanding of what likely is coming.

Last edited by Soundwave - 1 day ago