Soundwave said:
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. 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, 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) ... you won't even know what the original looks/looked like and will just take at face value that is the lighting of the scene. |
The problem is that DLSS 5 is vendor-locked, and it would be weird to have a game looks different on AMD vs. Nvidia vs Intel.
Also the technology isn't magic. There is a tradeoff between consistency and input data. The more useful data features you have the more consistent the output.
Nvidia has been instead going the route of using Deep Learning to accelerate path tracing/ray tracing, and that makes sense.







