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sc94597 said:

RTGI and hybrid-RT solutions like Lumen already automate a lot of intensive lighting work. That's why so many publishers push to use UE5 even when their developers have proprietary engines. 

I don't think this will erase artists from the process entirely, just like these technologies didn't, but like with every industry it will likely mean less hiring of entry-level people. 

I suspect unemployment will be around 20% by 2030, but much, much higher for those early in their career. And it will affect pretty much every industry. That's a recipe for a social revolution and will be THE political problem to solve. It's probably a good thing it would be so widespread though because that means the problem can't be thrown under the rug. 

The big wildcard is embodied intelligence/robotics. I hope robotics isn't solved before then. 

To be honest, I kind of am wondering why even bother with ray/path tracing/Lumen at all. Those things still take a ton of compute. 

The one example in the DF video that stood out was Starfield which doesn't support raytracing/path tracing/Lumen at all and is by DF's own labelling a "flat looking game" lighting wise. To their trained eyes they admitted the generative AI lighting added to the scenes made the game look like a path traced game. 

I mean if that's their initial reaction, that's likely easily good enough for "regular or even hardcore gamer Joe", DF was "fooled" and it's their job to pixel count things. If it's good enough for Digital Foundry to feel like it made game look like it was path traced when it in fact is not ... I mean, that's likely easily good enough for the mass market and even the hardcore consumer. 

That's another take away I kind of see here, why bother with extremely compute expensive technologies like path tracing and Lumen at all if you can get an image to "pop" lighting wise like that. Now I know there is a group of people who rightfully so hate that overlit look (I'm probably actually in that group lol), but if you eventually get games where you don't even have reference to what the "normal lighting" is supposed to look like and you just have a game with a Neural rendering light engine (generative AI) to start with ... you won't even know what the original looks/looked like and will just take at face value that the lighting there is just what the scene is supposed to look like. 

Last edited by Soundwave - 1 day ago