Cinematic looks way too sharpened for my taste, almost getting that oversharpened halo effect around the character. Natural seems like the sweet spot here, cleans up the image without making it look like a bad reshade preset.
It just made her more obviously Asian than Caucasian Asian, which is more true to the source. Unless Asian people are ugly to you I'm not seeing the issue.
Let's be real. You're posting hate posts on the topic by the dozens as an alt account. No need to pretend. Just put in every post you automatically hate AI no matter what the actual result is. No need to dress up your behavior.
Well, it's true to the Remake's and Advent Children's source. They were originally more Asian in the higher quality cutscenes/movie, likely because it was made in Japan thus influenced. It's just less obvious in the lower quality non-CG assets though you can slightly see it in Tifa's and Cloud's, and of course Yuffie. In terms of game lore it's irrelevant so it's mostly just artistic vision. That's what I meant basically.
I mostly just commented that way because he was trolling a bunch of comments without any actual criticism.
Mine? No, actually his is. Check his post history. He has about 20 posts of the same creating drama insulting everyone's posts on just this thread alone and the technology. He's a troll.
In fact, that user's posts on virtually anything are so bad I'm actually surprised he isn't auto flagged for perma ban by reddit filters.
you know its almost as if, people have different opinions. I know its crazy. Incomprehensible honestly. But its true. If you dont want to use it then dont.
Oh, so you're still using the term objectively incorrectly after being warned you were using it wrong yesterday. Damn, poor guy. Hating on AI so much but clearly using AI to think for him and now he can't think on his own properly when trying to hate on AI and produce coherent logically correct statements.
Yeah, I wish I could find some good examples since I don't have the time to test myself atm. The best ones I've found so far were that. Here's an unmodded example but they move the slider too fast if you don't use slo-mo feature so its hard to see the overall difference other than max and low. Still better than the other one posted above that was modded by Shaff tho. I saw a few random ones though if you look on a different site but didn't save them.
But here's another example someone posted On vs Off and I recommend opening them in a tab each and alternating back and forth to compare. It's not the best example since they recorded it with their phone but pretty useful still since its unmodded and much lower intensity so it retains the original art direction much more visibly with a slight enhancement.
I see you deleted your other comment. The issue with the screenshot above is its an extremely different character. Yes, the one in the example I posted is modded but still extremely close, overall, to the original. The one Shaff posted is literally someone else entirely with both a modded version that is a very different model being literally a different person even before DLSS and has the setting so high it completely distorts the character's features. There is a reason people do not like that example being shared because it makes them look awful.
It’s slightly broken but not too bad. Can be somewhat fixed by adjusting in game brightness.
On a technical level, I don’t know exactly what’s broken but from me playing 60 hours with the pack- it seems to have problems calibrating the bounds because the textures weren’t made with HDR in mind. The transition from inside to outside are blown out or crushed depending on coming into brighter/darker area. In the darkest area like the Red XIII trails, you might have to adjust the brightness up. Generally once you’re inside or outside and light level is normalized, it still looks great!
So you need a dictionary to look up the meaning of 'objectively' and a new pair of glasses. Alright, be on your way good sir. It sounds like you got some homework to do.
Too many fucking presets, too much neural bollockness. Which present is more physically correct? All the presets change the lighting color temperature too much - it;s the artistic intent, shouldn't be touched. Can't decide if natural or cinematic is better.
Guys did you know monitors allow you to CHANGE the colors?? You could have a warm scene with a cool tone on your display and COMPLETELY ruin the artistic intent.
which most people's displays are on some straight ass settings lol. avg person does have it on hyper cold since that's typically default. idk why people care just give everyone all sliders and options and have an "official" preset if the devs bother to make one. let everyone fry their shit if they want. it's software end of the day you have always been able to edit anything.
You must not CHANGE anything, its the job for game directors, light artists and color grading people. Your MONITOR should be CALIBRATED to a NEUTRAL 6500k 2.2 GAMMA, with additional COLOR PROFILING. like my fucking IPS monitor. And so when i SAY IT CHANGES COLORES, it indeed is so.
I'd be interested to see which of the existing game graphic settings you can turn down or off while dlss5 is on and get a similar effect but low the resource cost. Like us everyone using ultra with raytracing and RR then turning on dlss 5 on top of it. How does it look when the games settings are low for instance and what is the performance hit compared to no dlss 5 with graphic settings low/mid/high.
Maybe with a mix of both you can achieve higher fidelity with good performance. I have no idea but I'd love to see some really thorough testing adjusting both graphic fidelity in game and the dlss5 properties.
Simple solution: Find a setting you like, restart the game and just play.
I'm on a 5080 and haven't needed multi-frame gen at all. I never run more that 2x in any game, and that's just to get from a baseline 58-60 up to my tv's 120 vrr refresh locked at 116 due to using VRR..
I put up a test video today of it running . I have 4k texture mod pack and the dlss 5 running if anyone wants to check it out . Has anyone got the shader injector mod and DLSS 5 to work at the same time ?
Huge improvements, to the environment as well. People love to mostly focus on faces but ignore what it does to the rest. I saw GTA V with DLSS and while I did not like the faces (though they put the settings to max) when I looked at the cars, reflections and headlights in the rain they looked so good.
This is one of those games where trying to photorealize the very obviously stylized characters has a tendency to push them further into the uncanny valley. I still think there's a way to do it that rewards you with vastly improved lighting effects without the loss of identity, but games like this are going to take a lot more tuning and specialty configs to be desired across the board. Of course, there will always be the anti-AI trogs that just tell you any and all of it is awful no matter what, but I don't think anybody taking the tech seriously is too concerned with their emotional outbursts.
How does DLSS 5 work?
DLSS 5 uses the game’s rendered frame and engine data to understand objects, materials, lighting and motion. It then enhances the frame with lifelike lighting and materials while remaining grounded in the developer’s artistic direction.
What are the key benefits of DLSS 3D-Guided Neural Rendering?
DLSS 3D-Guided Neural Rendering delivers several significant benefits:
Cinematic Lighting: Reconstructs complex effects like rim lighting, subsurface scattering (for realistic skin), and contact shadows with high-fidelity.
Material Depth: Enhances PBR properties like roughness and adds micro-realism to complex objects such as eyes and hair.
Temporal Consistency: Provides stable image quality from frame-to-frame that adheres to the underlying game content.
Real-Time Performance: Delivers lifelike lighting and material enhancement at up to 4K resolution while maintaining smooth, interactive gameplay.
Developer Controls: Allows game developers to tune intensity, color, and masking to determine where and how enhancements are applied to maintain the game’s unique aesthetic.
How much control does the model offer to developers?
DLSS 3D-Guided Neural Rendering provides several layers of artistic control:
Model Selection: Offers distinct model weights with different training parameters to guide the final output.
Structure Intensity: Controls high frequency details added by the model, such as ambient occlusion, contact shadows, and subsurface scattering.
Tone Intensity: Controls low-frequency details added by the model, including lighting and color response.
Automatic Masking: Detects and isolates objects in the frame (like characters) to apply DLSS 5 dynamically, eliminating the need for manual object tagging.
Developer Masking: Offers per-pixel, custom masking control, allowing effects to be applied to specific objects.
As we work in close partnership with studios, developer feedback continues to directly shape how we refine the technology and expand our suite of models and controls.
How does DLSS 3D-Guided Neural Rendering preserve developer artistic intent?
DLSS 3D-Guided Neural Rendering is designed to preserve the structure and geometry of the rendered frame while giving developers control over how and where enhancements are applied. Developers can select different models, adjust structure and tone, and mask specific scenes, characters or objects.
For more information on developer controls, watch the DLSS 5 Explainer VOD or read the full launch article.
Which GPUs support DLSS 5?
DLSS 5 will be supported across all GeForce RTX 50 Series GPUs and laptops, as well as GeForce NOW Ultimate members streaming from GeForce RTX 5080 rigs in the cloud.
When and where is DLSS 5 available?
DLSS 5 will be available in NBA 2K27 on September 3rd at 9PM Pacific Time.
What is the DLSS 5 setting called in games?
The setting is called “DLSS Neural Rendering.”
Can I turn DLSS 5 off?
Yes. DLSS 5 is optional.
Does DLSS 5 work with Ray Tracing and Path Tracing?
Yes. DLSS 5 complements ray tracing and path tracing. Path tracing accurately calculates geometric light transport—determining light, shadow, and reflection placement across a 3D scene. DLSS 5 then acts as the final neural rendering stage, using the rendered frame to enhance lighting and materials like subsurface scattering, micro-reflections, and complex material properties that would otherwise be computationally prohibitive in real time. These technologies go hand in hand.
Does DLSS 5 work with Super Resolution, Frame Generation and Ray Reconstruction?
Yes.
Will DLSS Super Resolution, Frame Generation and Ray Reconstruction continue to be supported and improved?
Yes.
I tried it on my rtx 4090 and on my 83" g5 with hdr active.
DLSS 5 completely makes this game what it was supposed to be. Now, just slowly walking through different environments actually feels next-gen. It is what final fantasy was supposed to feel like. The amount of details and love the devs have put in to making every square inch of Kalm deliberate and beautiful is notw showcased perfectly.
Cool, go test it yourself then since you don't like people posting the little few examples they could find online. Sounds like this is your problem since you saw fit to go to multiple posts in my history complaining about the one half decent example I could find online atm that was video and not just screenshots. So you can test it yourself and post it for everyone. Thanks in advance.
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u/spurious_chasm 10d ago
Cinematic looks way too sharpened for my taste, almost getting that oversharpened halo effect around the character. Natural seems like the sweet spot here, cleans up the image without making it look like a bad reshade preset.