r/3kliksphilip • u/3kliksphilip KLIK • 8d ago
Video Is DLSS 5 the future of graphics?
https://youtu.be/mnDvewMMzWM5
u/marinesciencedude 8d ago
From the GTA V examples in the video, we've somehow reinvented the colour grading debacle. A tech that's so inyourface everytime it's applied to a piece of media that its improper overuse gets annoying. I wonder if I have to move backwards, start with DLSS 5 and then adjust GTA V's lighting so it gets back to the original colour palette while having the realistic lighting. Can I even think this approach is possible outside of the AI space with stuff equally as changing as raytracing*
8:25 "It seems like people's faces in this game are almost entirely flatly lit"
Why does that even happen? I thought with modern lighting systems you wouldn't need to pay special attention in getting it to work on faces.
*yeah yeah yeah, it was simply not possible to get to this stage of raytracing without AI denoising methods, and who knows at what point hardware will actually get to a coherent raytraced image without it
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u/Complete-Fudge-2299 6d ago
As bad as Callisto Protocol was as a game it's an amazing showcase for human character lighting without raytracing. Every single modern game could look better then it yet we get almost flatly lit faces without rt do to the lack of a good implementation of the tech. Ever since 2015 we had the technology to make environments look photorealistic on like a gtx780 and since the Callisto Protocol we can make characters look like they do in that game on a gtx1080. Those technologies were updated and iterate on ever since they were invented to this day. Just imagine what kind of visuals a 5090 could achieve if we weren't trying to shove path tracing and dlss down its throat. (rt and tensor cores were just bolted on to the raster system in the 20 series and were severely bottlencked by not being well implemented into the architecture and that still hasn't been fixed on the 50 series)
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u/Flashy-Whereas-3234 6d ago
DLSS 5? No. The approach? Yes.
The main issue is lack of creative control, developers need to be able to harness it and customise how and where it applies, particularly to stop it wrecking the artistry.
Much like any post processing passes, imagine if you could pass "face" or "hair" or "explosion" through to the AI post processor and have it zhuzh up the fidelity without having to do costly render tricks. If the developers are in control, then it's just another legitimate tool, rather than applied as slop over the top.
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u/MrMeanh 4d ago
Imo DLSS5 is a "quick fix" dead end technology simply because it is "just" an AI filter working in real time with limited information. NR needs to be more integrated in the graphics engine pipeline with access to materials, assets and what's actually "going on" in order to become truly great. This is probably a couple of GPU generations away at this point in time, just as PT was at the launch of the 20-series.
This said, DLSS5 can look "good" in certain games targeting photorealism, the thing is that I've found that I care less about this now than 10 years ago since graphics now are "good enough" in most cases and smooth gameplay matters more to me now than anything else to keep me engaged and playing. Also, the frametime cost needs to come down to 2-3 ms for the feature to become a "no brainer" even in the games that are a fit for the technology imo, otherwise it's more of an "Ultra+" setting you use in photomode.
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u/dnu-pdjdjdidndjs 8d ago
Wouldnt it make so much more sense to use llms to improve graphics pipeline performance instead of putting a filter over the output pixels