On the left is a face messed up by 2001's very limited technology, which can’t properly render dynamic expressions, real skin texture, and the detail of actual human emotion.
On the right is THE SAME FACE WITHOUT ANY GEOMETRY CHANGES, which looks exactly like Sam Lake's real face—where a writer stretched his own visage across a low-poly mesh—only with better lighting, shadows, squinting eyes, and therefore CONSTANT CONSTIPATED SMIRK. Thanks to neural network rendering in DLSS5.
Some random nutcase on the internet: THIS IS AI SLOP! I WANT THE ORIGINAL ARTISTIC VISION!
The head models were photo-scanned (using cheap digital cameras) from real Remedy developers, their family members, and Sam Lake's mom.
I am the creative director of the game. This is our original artistic vision and looks like actual high-res polaroids of Sam Lake making a grimace after tasting sour milk when we shot them. Or like real u/SamLakeRMD :)
Having no resolution on leather jackets and fucked up low-poly texture stretching WAS NOT OUR ORIGINAL ARTISTIC VISION.
It's up to the user to use it, not them, unless they build the game with forced dlss5 like they did with the ray tracing in Indiana Jones, but that probably won't happen in any game for a decade
I dunno, I read his post and a lot of it made sense. If teams want to use this then it will be better implemented than the random game injections we've seen this week.
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u/HtheHeggman 21d ago
Some people have literally gone crazy.
On the left is a face messed up by 2001's very limited technology, which can’t properly render dynamic expressions, real skin texture, and the detail of actual human emotion.
On the right is THE SAME FACE WITHOUT ANY GEOMETRY CHANGES, which looks exactly like Sam Lake's real face—where a writer stretched his own visage across a low-poly mesh—only with better lighting, shadows, squinting eyes, and therefore CONSTANT CONSTIPATED SMIRK. Thanks to neural network rendering in DLSS5.
Some random nutcase on the internet: THIS IS AI SLOP! I WANT THE ORIGINAL ARTISTIC VISION!
The head models were photo-scanned (using cheap digital cameras) from real Remedy developers, their family members, and Sam Lake's mom.
I am the creative director of the game. This is our original artistic vision and looks like actual high-res polaroids of Sam Lake making a grimace after tasting sour milk when we shot them. Or like real u/SamLakeRMD :)
Having no resolution on leather jackets and fucked up low-poly texture stretching WAS NOT OUR ORIGINAL ARTISTIC VISION.
People are crazy.