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 - on 16 March 2026haxxiy 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 - on 17 March 2026haxxiy 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.

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:
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
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
NVIDIA GTC 2026, a short summary
— Chubby♨️ (@kimmonismus) March 16, 2026
Jensen Huang just delivered what might be his most ambitious keynote yet. In a packed SAP Center in San Jose, he laid out a vision that goes far beyond chips. Here are the highlights:
- $1 trillion (!) in purchase orders for Blackwell and Vera… pic.twitter.com/yCmzkrscSQ
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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:

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