By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - PC - Carzy Zarx’s PC Gaming Emporium - Catch Up on All the Latest PC Gaming Related News



Around the Network

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.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.

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 - on 16 March 2026

haxxiy said:
HoloDust said:

It kinda fucks up original artistic vision though, whether you like it or not.

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 - on 17 March 2026

Around the Network
haxxiy said:
Jizz_Beard_thePirate said:

Idk bois. This might be going too far into the uncanny valley. We will see how the execution is but idk about this one lol. Impressive tech tho.

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.




www.youtube.com/@Pemalite

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.



 

 

 

 

 

haxxiy said:
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.

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.



NVIDIA reveals DLSS 5 powered by Neural Rendering, launches this fall

https://videocardz.com/newz/nvidia-reveals-dlss-5-powered-by-neural-rendering-launches-this-fall

NVIDIA says DLSS 5 is designed to preserve artistic intent with per-scene controls

https://videocardz.com/newz/nvidia-says-dlss-5-is-designed-to-preserve-artistic-intent-with-per-scene-controls

Samsung and Micron confirm HBM4 enters mass production for NVIDIA Vera Rubin

https://videocardz.com/newz/samsung-and-micron-confirm-hbm4-enters-mass-production-for-nvidia-vera-rubin

Xbox PC app now lets users add any games or software manually

https://videocardz.com/newz/xbox-pc-app-now-lets-users-add-any-games-or-software-manually

Samsung TV Samsung reportedly resumes work on true QNED displays

https://www.flatpanelshd.com/news.php?subaction=showfull&id=1773392979



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850

DLSS 5 – Fixing it in post

https://imgur.com/a/dlss-5-fixing-post-bLIDOSx

https://www.reddit.com/r/hardware/comments/1rvwube/dlss_5_fixing_it_in_post/

There are some really cool comparisons between the DLSS 5 images and what happens if you are able to fine tune it. I really hope Nvidia actually allows this level of control.

Original:

DLSS 5:

DLSS 5 + Original Tone mapping:



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850