Very, very impressive tech, but I agree with Jizz in that it's a bit unsettling.
But, as I said some time ago, there are games where that kind of photorealism is welcome, but there are others where pushes me away, rather than it attracts me more to it, so I'm biased.
Please excuse my bad English.
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Some of the faces are triggering the uncanny valley for me, but in general the lighting enhancements are fascinating. If they can keep working on the facial rendering I'd be very interested in seeing this applied to aging games a la RTX Remix.

I don't think I'm seeing the uncanny valley anywhere here. What I'm seeing, at least think I'm seeing, is visual design that doesn't take DLSS 5 into account and hence ends up looking a bit strange in general, but I think all the faces I've seen so far have been just fine on their own. Regardless, that's very impressive, and I look forward to seeing how the tech turns out when it's ready.
Also, I feel really sorry for AMD. It must be really hard to try to even somewhat keep up, because Nvidia is absolutely relentless in their pursuit of advancement.
EDIT: I only skimmed through the DF video, but looking at the Nvidia video, I'm definitely seeing the uncanny valley now.
Last edited by Zkuq - 12 hours agohaxxiy said:
Does it, though? I'd agree that lighting plays a huge role on how we actually perceive geometry, but developers are the ones choosing if and how they implement DLSS5, down to the individual object level. There will be blanket neural rendering filters one day, but this isn't it yet. |
It does - as I said, one might like end result, but it changes original artistic vision - nVidia says it pretty much themselves, "infuse the scene with photorealistic lightning and materials".
As Daniel Owen said, it would be more fair to put this under Filters.
Last edited by HoloDust - 8 hours ago

haxxiy said:
It's just more realistic lightning. No textures or geometry is being generated (yet). Some people are just comparing with the plastic-looking Grace face and thought they added makeup or something, but it's just specular depth. |
The detail from subsurface scattering on skin sort of took a backseat after Halo 4, Battlefield 3 and Crysis 3 huge leap on that front.... Good that it's being pushed again.

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| HoloDust said: It does - as I said, one might like end result, but it changes original artistic vision - nVidia says it pretty much themselves, "infuse the scene with photorealistic lightning and materials". As Daniel Owen said, it would be more fair to put this under Filters. |
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.