r/GraphicsProgramming 3d ago

A different take on DLSS5, from a current graphics hardware standpoint

Post image
617 Upvotes

100 comments sorted by

119

u/oVerde 3d ago

I would still play HL1 graphics all day long, my imagination fill the gaps

11

u/S48GS 2d ago

Fortnite/Genshin/even valve games and many other popular games - have "cartoon" graphics

I think - people will get tired much faster from "realistic lighting" (and DLSS5 realism is not perfectly stable - lighting jumps when character appears)

dlss5 does not work for cartoon/anime games - it make image look much worse and character lighting look very broken with dlss5 - people already tried on youtube

5

u/kingofthesqueal 2d ago

I’d be shocked if it doesn’t work long term on cartoon style graphics, think the issue is right now is that there’s tons more training data for realistic graphics (real life images) than there is for cartoony graphics.

3

u/goilabat 2d ago

The problem with that is that even if there was a 100x more data for cartoon style than real life it would still be worse cuz the style for this specific game would be different than the data or they have to choose a style that is more present in the data to hope for better result with the algo

They could probably add a customization for the dev and allow the possibility to train a LoRA or something but i don't think it's gonna be anywhere near as good as not doing that and going with lesser graphics reso for any game that's looking different

1

u/S48GS 1d ago

train a LoRA

... in context of cartoon games - geometry outlines in price of half of performance? or better toon shading that is free by performance to cut half...

ofc if everybody get lazy and UnrealEngine 6 will do all postprocessing thru model that cost half of performance - ye

1

u/oVerde 2d ago

Frfr I’m more of a stylised look rather than realistic

15

u/StriderPulse599 3d ago

Textures are going to be massive problems in this economy.

I've crawled into some seriously god forsaken places for my CS 1.6 maps. But now everything is boarded up and wired with alarms.

1

u/PossibilityUsual6262 1d ago

Nah mate, everyone say they don't care graphic, but as soon as game pulls drake face for background npc its point out everywhere and ppl day "graphic bad".

Gamers one if the most talk and dont follow community out there, see p2w and mtx over all.

1

u/oVerde 1d ago

I hear you and I believe you too

89

u/_bleep-bloop 3d ago

Idk man, I hate this timeline. Upscaling and framegen should be optional, not a must (especially framegen). Seeing folks saying they manage to run UE titles with their high end GPUs, 60fps, with framegen and upscaling is crazy, and even crazier when we have hardwares that are hundreds to thousands times more powerful than what we used to have :/

46

u/thisghy 3d ago

Especially seeing as the amount of artifacts you get with these techniques makes the picture quality worse, aside from still frames. Video games are interactive, and the graphics should work best with interactivity.. I.e.: lots of movement.

-10

u/heavy-minium 2d ago

Where have you experienced that framegen and upscaling is not optional? And at which Display resolution ?

37

u/ithoughtofthisname 3d ago

I kinda think that at this point, tying any graphical improvements to hardware performance or an AI beauty filter is always going to fail. I have yet to see any game render engine attempt photorealism that can even compare to a static 3D scanned object or scene. It’s a task that will always fail. Shoving an AI model on top of it is a stupid Band aid solution to a much more fundamental problem.

6

u/danielv123 2d ago

3D scanned scenes in game engines are pretty darn photo realistic. They are often harder to tell than AI generated videos, although that is also getting harder now.

The problem is you can't 3d scan something that doesn't exist, and making it is expensive. Storing it is also expensive. Creating it digitally directly is nearly impossible on a budget.

AI tools are giving us a way to achieve this much cheaper. Create a simplified scene, use the model to enhance it. That sounds like a good thing to me. We just have to make it good enough that the result is actually good.

1

u/Zec_kid 1d ago

You raise some good points, but actually most of them are currently being worked on, and some already solved. Compression of static 3dgs scenes has become pretty good already, multiple groups I know are working on dynamic scene compression / captured/retargetable avatar compression, etc.

As for the generative side, reconstruction is always the first problem to solve. I mostly work with human reconstruction and tbh, it's looking pretty dam good already I am personally involved in pushing towards generative gaussian avatars, and there are already a few other publications in that area.

For what it's worth, modern reconstruction pipelines run on AI anyways

1

u/nanonan 2d ago

The bodycam game updates are looking pretty good. Youtube

2

u/Lallis 1d ago

I recall this kind of shooter being demoed by some solo dev a couple of years ago and it got a lot of hype. I haven't been following this more closely but as far as I know there isn't really a graphical improvement here in a technical sense. It has clever camera effects that distort and blur the image quite heavily mimicking what we see in FPV videos in real life. This hides the lack of actual photorealism in assets really well. It's really useful and clever for this type of game but can't really be adopted to other games.

0

u/gleedblanco 2d ago edited 2d ago

we are talking about current technology, which I view as being in its infancy. so you might get me to agree.

but as a general approach it's definitely not just a band aid. it's entirely possible (not saying that it's guaranteed) from a fundamental level that AI of some form is the only tractable way to get truly photorealistic setup of complex generalized scenes.

this would require a much longer post to properly reason out, but really shortly summarized:

developing accurate ('photoreal') algorithms based on physics and somehow getting them to run in usable render times is only one half of the problem. this could be based on classical algorithms, or AI as well.

the other half is acquiring a set of high dimensional reference data you accept as photorealistic and then solving for scene and material parameters required to produce the same outputs. and then ideally in a way that artists can work with it. it's hard to describe how complex this problem truly is if you haven't investigated this research space before. this is what artists x designers x programmers are currently implicitly doing when they are trying to create art that is photorealistic. with, as you pointed out, limited success.

in a practical way machine learning is very good at doing that. that's not implying the final solution will be something like DLSS5. in general the reasearch space here is enormous.

2

u/Icy_Weight_4716 2d ago

What infancy?. Not how it works anymore. There hasnt been any real progress in computing, and you are running this in your own hardware, some people has mistaken the progress in generative AI with this and saying "oh but ai images were so much worse before", but generative AI is scaling up with more and more compute power.

Comparing Gen AI with this is like comparing pre-rendered path tracing with real time rendering.

This runs in your hardware so it will never scale up. Not saying the internal algorithm or weights cant be optimized, they surely can, (and probably have done since last dlss 5). But you can optimize so much until for it to improve, the hardware should improve, and by that, might as well improve rendering/path tracing instead.

Remember when they said raytracing was the future? 8 years ago but compute didnt scale as they wanted so the best they could do was blurry visuals while heavily caching radiance and still running at 30fps. So they just said, wait nevermind forget RT, AI is the future!.

1

u/Blackpapalink 1d ago

Holy shit, thank you. It's amazing how so many people bought the "Ray Tracing is the future" bullshit only to completely abandon it the second Path Tracing could hit an inconsistent 30FPS. Meanwhile, I get called a loon for wanting my games to run 1440p natively at least 60FP stable.

-2

u/Minebidw1291 2d ago

Cyberpunk 2077 was peak

10

u/CodyDuncan1260 2d ago

This post got reported for a Rule 2 violation. I can't really tell why. 

"I don't give a fuck" has a bit of vulgar language in it, but it's used appropeiately for expressing feeling and emphasis. The statement isn't leveraged against a person, but more of an abstract economic idea. I don't know that one can be uncivil or unkind to ideas, as they're unfeeling themselves.I could argue it is unprofessional, but I don't know any technical workplaces that put a strict ban on the word's usage that would categorize it as unprofessional. At most, I've seen the word barred from using the lewd or gendered referents, but its emphatic referent is largely ok, if not overused. And nothing else really fits the bill when the server room is literally on fire.

The report doesn't provide the handle of the reporter, so I don't know who to ask about it. 

If you reported this post, comment below or DM me in private. I'm intrigued as to why. This case straddles a line and I'm curious about an opposing perspective.

0

u/Zec_kid 2d ago

I didn't report, but do think the post is unprofessional Rage bait. Like anyone in graphics and vision research knows that the advances AI brings are huge. The above screenshot reads like the dude really ought to look into recent siggraph, cvpr, wav etc etc publications. We are awfully close to fully retargetable, relight able GS Avatars, and they're realtime

4

u/CodyDuncan1260 2d ago

That's a good perspective!

I did check through \@manfightdragon's post history (what I could given I don't have a twitter account and xcancel shut down), and I watched through their "Bloodborne 60fps Patch Showcase". Just to get a sense of this person.

From what I have seen, this person is not particularly prone to rage baiting. They do have a sprinkle of vulgarity to their vernacular in their twitch streams, but something that in my limited experience is typical for Australian speech. They seem to be a performance conscious gamer and content creator, and has put in the work to debug and patch a few games. I get the sense that this is sincere annoyance, and not intentionally rage bait. But given that they are a content creator, I wouldn't rule out some attention seeking because the reputational / monetary incentive exists.

I also didn't register it as rage bait, but I suppose it didn't enrage me.

Insofar as explaining the nature of a report, it's a completely reasonable theory. Thank you for sharing!

1

u/Zec_kid 1d ago

Interestingly it doesn't come across as Rage bait to me because of the language used, I personally often speak and write rather colloquially, where I'm from swearing isn't considered as bad as in the US for example.

It's more that he is talking about a very complex issue, but doesn't acknowledge any of the recent topics in graphics/vision. He reads like a users that is annoyed and reiterating the usual anti AI sentiments. AI can't imagine anything. It can find the best approximation of data fitting a given list of requirements. Nerf, 3dgs etc etc all are rendering techniques using learned representations. By Leveraging AI. Not "imagining" straight pixel output. We're not in 2017 anymore.

The baiting comes into play because I find it hard to believe that someone who has the skill to do high quality patches has completely missed the last 10 years of CG and CV advances. So I'm assuming he's jumping on the all AI bad bad bandwagon that works so well in uninformed spaces to drum up some traffic

16

u/Fading_Hours_ 3d ago

It doesn’t even imagine good graphics anyway, it imagines generic slop.

7

u/chcampb 3d ago

Path tracing doesn't scale to higher resolutions. That's just the facts.

14

u/ConcerningThirst 2d ago

If you don't understand framegen or upscaling you really are not a graphics programmer. We find better ways to logically have the gpu do less work. The point was NEVER to brute force things. We have literally hundreds of other abstractions to infer data to make rendering easier and there's nothing special outside of upscaling and framegen except they work very well.

16

u/DubbyTM 2d ago

Upscaling is great but framegen is fucking awful for me, I've tried it on so many games and it always looks terrible with a million artefacts but more importantly it adds a very noticeable input delay that makes me vomit

17

u/Frexxia 2d ago

Upscaling is fine, but what DLSS 5 is doing isn't upscaling. I'd prefer my games non-yassified.

17

u/314kabinet 3d ago

Counterpoint: if one wants to achieve 1:1 photorealism without waiting 20 years then using an approximate machine learning model is a no-brainer, as bruteforcing it would require exponentially more computing power for comparatively little improvement.

9

u/blackrack 2d ago

Can they just make a neural network that "imagines" the full pathtraced lighting for a 3d scene then, and not just in screen-space so it stays coherent? The current "yassify the screen" approach looks horrendous

1

u/danielv123 2d ago

This is basically what ML denoising is all about. It's incredible what they can do with a tiny bit of light information, but the hardware still isn't fast enough so you end up having to take shortcuts like screenspace lighting to avoid a 100% generated image which is hard to keep consistent with a tiny amount of rays.

1

u/blackrack 2d ago

Not really, that still denoises rays fired in screen space

2

u/danielv123 2d ago

There are plenty that works on non-screenspace too. They are just slower.

4

u/BeastMsterThing2022 3d ago

what would path traced photorealism really look like in videogames? It is impossible to know, we can't see the future. Even trying to pin a definition to the term is subjective. Movie technology is much more advanced in this regard and I would be hard pressed to find anything in them that looks like DLSS5

10

u/EdliA 2d ago

Movie technology waits hours to render one frame. A game will produce 100 frames in one second. If you don't think that's a huge achievement I don't know what to tell you.

5

u/StriderPulse599 3d ago

Go to Blender's forum and see yourself

4

u/le-throw-away-acct 3d ago

Path traced photorealism is possible, if you’re willing to wait 10 minutes per frame, and have enough hundreds of GB of RAM for insane texture quality. We know what can be done, AI is being used to try and allow us to approximate it more closely without requiring 10000x more power.

I love how people complain about AI approximating things, but rasterization is all about faking and approximating things already. RT can simplify so much about development by removing so much of the faking of things like lights and reflections. Games don’t have to work toward the realism if they don’t want to, nobody is forcing them to use RT. But if they do want RT there is no way they’re doing that in real-time without either faking quite a bit or letting something DLSS help them do it.

25

u/gmueckl 3d ago

The difference between the traditional shading and lighting approximations and AI is thst rhe former is fairly deterministic while it's almost impossible tonfigure out when and why a neural network messes up.

-13

u/juanchob04 3d ago

Traditional shading and lighting messes up all the time, I mean, they are not very precise in the final frame.

13

u/gmueckl 3d ago

But as a developer you can precisely say why that is. That is my point. You can then use that knowledge to improve the renderer or find workarounds (e.g  rework the scene). 

With AI you have to take shots in the dark until it works. When someone retrains the model from scratch later on, all bets are off whether the artifacts and workarounds are still the same.

6

u/blackrack 2d ago

Open the dictionary and search for what deterministic means

-1

u/RecursiveServitor 2d ago

AI is also deterministic. It's still just math running on a computer.

gmueckl was confusing deterministic and chaotic.

2

u/psioniclizard 2d ago

Just being "maths" doesnt make something deterministic. For example what about the order of operations.

1

u/RecursiveServitor 2d ago

What about them?

5

u/314kabinet 3d ago

You can objectively define photorealism as producing images that are similar enough to real images of the same situation. E.g. if you record a walkthrough of a real world location and then recreate it in a videogame, you can compare the videos and say it has this much photorealism because the psnr or ssim etc is above a certain threshold.

That’s the sort of photorealism that is IMO only tractable in realtime with approximate machine learning models in the foreseeable future.

1

u/TehBens 2d ago

That's already quite possible today via nanite, but only with (big) limitations to the scene.

-2

u/PaperMartin 2d ago

I'd be ok with waiting 20 years

4

u/xeio87 2d ago

This thread doesn't make any sense, the only reason we're at all close to path tracing is due to AI upscaling and related technologies like ray reconstruction.

Whether or not you like the new stuff in 5, every version of DLSS is dependent on AI to improve visuals and performance (and is the same for other vendor solutions too).

3

u/ziplock9000 2d ago

That last comment is horse shit. Very, very few people are using PT.

3

u/billyalt 2d ago

I think he's talking about the rendering pipeline, not the amount of devs that use pathtracing

7

u/StriderPulse599 3d ago

Average twitter psychosis.

It wasn't cheaper to pivot to AI, it was million times profitable. Gaming is now minority of revenue for NVIDIA and they're trying to milk both sources with GPUs for both "gaming" and AI.

Offline path-tracing was industry standard and still is. Besides Lumen which approximates a lot, real-time RT is still considered as extra graphical option.

Older GPUs don't have tensor cores or architecture optimized for AI. It's like expecting driver update to add hardware raytracing to GTX.

26

u/HiredK 3d ago

psychosis

I'm not sure I understand your take. Are you saying you welcome something like DLSS5 because AI is more profitable for NVIDIA?

11

u/TehBens 2d ago

I believe the take is that it's a low quality posting built around the fact that drama drives attention/interaction.

2

u/StriderPulse599 2d ago

No, I'm pointing out that the image is just some dude trying to farm drama/clout.

9

u/K41Nof2358 3d ago

this is a punch drunk take

it's "profitable" only in the sense that share holders believe there is an adoption market for AI calculations

the profits of Nvidia have nothing to do with actual graphics, it's all on that CUDA cores are "great" for micro net processing in AI LLMs.

DLSS5 is nothing more than Jethro Bong (bc he's high on his own farts) trying to convince people that the Yaas filter of DLSS5 generated through AI slop algorithms is somehow revolutionary.

It's so insulting seeing "Gamers" try to justify this cancer of the medium because they're too weak spined to just stand up and call out how much of this era id garage propogated by Salesmen Execs just looking to get paid.

It's pathetic.

-2

u/StriderPulse599 2d ago

Twitter psychosis again.

Who's buying up all the GPUs and driving NVIDIA profit sky high? Shareholders? Or AI gold rush and data centers?

CUDA cores are for normal compute. It's tensor cores that are specific for AI and main reason why NVIDIA is main vendor for AI hardware.

Where did I say that I'm supporting this crap? Maybe you should write your comments through ChatGPT because it will hallucinate facts less than you.

0

u/K41Nof2358 2d ago

So I'll start with, you're right, Tensor Cores are important for AI slop generation, but so are CUDAs. One is specific, one is generalized. One makes the volume of slop, the other adds the texture and consistency.

ANYWAYS THO

Nothing else I said is a derangement. The only reason the AI hype exists is because it's a binge function constantly being pushed by those just trying to offload their thinking and mental responsibilities.

The usefulness of this keeps trying to be quantified by Tech Bro Shareholders bc they're salivating for some new tech to come out of the brain drained Silicon Valleys that can be profitted off of.

I'll put this different,

This whole industry exists and keeps going bc 6 big players have drunk deep of their own fart juice, propped it all up, and if it stops, they lose GAZILLIONS in money.

It's all a scam, no one should be supporting it or trying to defend why it's continuing to exist, and we all should be throwing bags of piss at [ Jethro Bong ] any time he's seen.

Don't work, the faux leather racing jackets will protect him.

2

u/StriderPulse599 2d ago

If shareholders are the source of problem, then why companies without them still push to replace their workers with AI? Why normal people are flooding social media with AI slop for bunch of internet points? It's not even just greed, because tons of people are doing this for free.

Plus only shaleholders will loose money once the bubble pops. NIVIDA earns 90 billion per year thanks to everyone buying up their hardware and cloud services. As for CEOs of big AI companies, they will only afford two yachts instead of dozen.

Basically, no matter what you do the game is rigged.

-1

u/K41Nof2358 2d ago

who is this everyone you speak of???

hyperscallers are the ones buying the hardware, not everyday people

3

u/StriderPulse599 2d ago

Data centers, cloud providers, companies and researches relying on cloud compute (be it AI or heavy simulations), companies wanting private AI instances, AI startups, etc.

Everyday people are also buying up Blackwell GPUs (mostly for gaming). There is also entire FOSS AI communities running AIs locally and people who rent compute to fine tune LLMs or gen AI models (and there is a lot of them).

NVIDIA's game is selling Blackwell GPUs for data centers and their friends, then whatever remains gets bought by gamers. This is why they're pushing so much tensor and compute cores into their newer GPUs

0

u/K41Nof2358 2d ago

my delusional dude

just no

no average consumer is dropping $3300~$5300 for a single gpu

Best Buy Blackwell listings

the whole Nvidia success is just hype inflation and the scalers buying for "never be built" data centers

it's all gonna crash eventually bc of the debt finally overflowing, and i can't wait for it

Spirit Halloween Data Center Sites are going to look fabulous

2

u/StriderPulse599 2d ago

Here's a link to full list of Blackwell GPUs since you didn't bothered to google what you're arguing about.

As you can see it's perfectly affordable. I live in second world country and it's nearly impossible to get a hold onto RTX 5080.

When it's gonna crash, who will be left holding the bag? Stockholders and data centers. But NVIDIA and AI company CEO's will happily retired in mansions and yachts.

I'm honestly hoping for AI 9/11 so data centers will be forced to sell off GPUs and RAM for cheap. But alas, it looks more like a slow burn for now.

1

u/K41Nof2358 2d ago

that's.... not affordable in the slightest

$400 for 8gb is crazy high

let alone $2000 for the 16gb Asus one

→ More replies (0)

-3

u/psioniclizard 2d ago

You realise the point in this dlss stuff is so game devs have to adapt to "support" or else face horrible  visuals and thus control the market because no one else has the technology right?

Gamers abiut to be fucked over once again because their own poor decision. 

"Why do i need a $3k GPU to play th latest games?"

"Because Timmy, you are a idiot"

3

u/StriderPulse599 2d ago

What are you smoking? DLSS is optional and games will look fine without it.

If someone wants to get scammed by companies producing horribly optimized games, then let them get scammed by NVIDIA too.

4

u/teerre 3d ago

I mean, obviously preaching to a choir, but nobody cares about "real rendering" or "imagined rendering" or whatever you wanna call it. The vast majority of people will use whatever looks good and AI will make most renders look better. That's all that is to it

2

u/gleedblanco 2d ago

More precisely people will use what hits the right quality vs. (costs of various kinds, performance, availability of the technology to the average user, dev costs etc.).

DLSS5 is quite far away from hitting the right ratio there. If we're talking about widespread adoption or even replacement of classical approaches for these and similar kinds of technologies. But checking back in 5 years this might flip entirely.

0

u/DubbyTM 2d ago

Consume the slop, enrich the lord's, well done

0

u/psioniclizard 2d ago

Then they will wonder why they are paying $3k for Nvidia GPUs so they can get get a minimal booast to graphics.

Which fall apart because games are not meant to be 100% realistic and as soon as they get close they hit the uncanny valley.

3

u/teerre 2d ago

Not sure where this 3k number comes from, so I'll just ignore it

This filter doesn't make games look "100% realistic" (whatever that means), it just simulates better textures / lighting. Go to resetera and check the screenshots of users actually trying to make it look good, there are plenty of fantasy games included

3

u/heavy-minium 2d ago

This is a wrong take. Clearly that person has no clue of graphics programming and is a misguided consumer. It’s the other way around, our hardware is too weak to do it at higher resolution and higher framerate, so we use upscaling and framegen to help exactly with that. People seriously underestimate what kind of impossible hardware would be needed to 4K 120 fps raytracing/pathtracing in realtime without tricks, not even 4x 5090 would suffice. Also the bruteforcing argument is reversed - not using upscale and framegen and just raw processing power is what should be called bruteforce, not the other way around. OP and the original poster are extremely wrong on every point they support.

2

u/TehBens 2d ago

DLSS5 is mostly for companies that produce games (and similiar) has always been my impression. They don't need to provide perfect textures and pipelines, they can cut corners and the gaps will be filled on consumer side by the AI/GPU.

The final goal would be that even games that normally would look like they were made in the 90's have a near-photorealistic look via AI, making significant cost/time drivers obsolete, by making 3D artists, technical artists and computer graphics engineers partially obsolete.

2

u/Round_Agent511 2d ago

I hate it they went this route with AI. Performant Pathtracing for VR is my wishlist...not yasifying my image...gross

1

u/MarinatedPickachu 2d ago

It is "rendering them for real" - just different kind of rendering.

3

u/psucordwhite 2d ago

In the end we end consumers only care about the end result of the graphics how its done on the backend nobody really cares. If it looks good it looks good and we want it.

1

u/maxmax4 2d ago

You’re totally right about that, and that’s how it should be. My only worry as a developer is that it’s yet another variable that is out of our control on PC. I worry constantly that gamers will accidentally end up with a bad set of graphics settings for their PC. Now my worry with DLSS5 is that it often makes the image more “different” than “improved”, which could undermine the perception of the game. I know a lot of gamers are very savvy and will know whats going on, but you’d be surprised how many just don’t. And to be honest, I’m even more worried about the insane performance hit it has, which people don’t talk about enough. This stuff is outrageously expensive to run and will remain so on anything pre-50 series. Lets not even start with how we will have to worry about AMD’s butt of the bread version that will inevitably show up and make things even less predictable.

3

u/cybereality 2d ago

my main problem is that it's taking agency and creative direction away from artists and designers. i do support ai, and use it in my work, where it makes sense and saves time. for things like boiler-plate code (e.g. the 1,200 lines of Vulkan code to draw a triangle) this is helpful. But in terms of re-skinning characters or improving scene lighting, the juice ain't worth the squeeze. Particularly if this is running live, then you are forcing users to spend more money, to get substantially less performance (or splitting the market where mid-range and high-end users get a completely different experience). this is just a poor idea from an art direction standpoint, and ROI on a project, regardless how people feel about AI politically.

1

u/heavy-minium 2d ago

Are the controls given by the API not enough for you? What agency are you missing?

2

u/cybereality 2d ago

in this case, at least from what i heard about the original demos (not these new leaks) the artists on the characters, and even the art directors themselves, were not even informed about this feature. nvidia went behind their backs and implemented it (and just got sign-off from the top level of the company to do it legally)

2

u/danielv123 2d ago

I don't quite see the issue, Nvidia just wanted to show off what they made?

2

u/BeastMsterThing2022 3d ago edited 3d ago

I'd like to add that even if DLSS5 was a technology that opened the gates to enhanced GFX for lower end users, it is seemingly not interested in reconstructing or depicting the look of videogames engines we know, rather focused on the hyperreal. I think it is very, very different to the proposals behind Deep Learning Super Resolution and Frame Generation. Toggling those on and off, even in their initial premises, you'd be hard press to notice the differences at a glance.

What I could see happening is, say, 5 years from now when the marker has re-stabilized, we have sensibly priced hardware again but by then the rug will have been pulled. That is to say that, that future hardware will already be heavily dependent on this technology to render modern games. This stagnation having been used to make that the new norm, rather than continue pursuing the true graphics tech we had been seeing before genAI. The new users of the future will have no idea what was before

12

u/StriderPulse599 3d ago

No offense, but you're completely overblowing DLSS5. It won't magically infect iGPUs and mobile/laptops. AMD and Intel are still out there, plus China is trying to enter GPU market too.

NVIDIA is trying to push neural rendering. Except instead of giving stuff like ML upscaling when sampling shadow maps/normals, we get recycled genAI tech.

1

u/JACKjcs 16h ago

A much better and more realistic opinion than the Kingdom Come guy's, also less text and it didn't feel like an insult or extensive mental gymnastics to convince people.

Although I would say that it only applies to AIs that try to replace the creative parts, the others are fine because they don't touch the conceptual parts of the projects.

1

u/S48GS 2d ago
  • 1080TI is 2x slower than 5060 RTX on rendering - and 20x slower in fp8
  • DLSS5 work only on "realistic games"
  • it does not work for "anime/cartoon style" and many more cases like 2d-sprites

... on youtube I saw enough "takes" from people who infinite far from computers-technology... but they are "AI investors" - they literally washed by "AI-promo" and believe in everything in those promo say - like "coding is solved - humans dont need to code" or "we can just imagine movie and AI will generate it"...

this screenshot look the same - no idea who this person is - but these takes with "tunnel vision" ...

1

u/positivcheg 2d ago

We knew DLSS is gonna end like this.

-3

u/corysama 3d ago

Two things at play here that are skipped over in his post:

  1. The RTX6080 probably won’t be able to render using traditional techniques what DLSS can imagine even if Nvidia and everyone else makes a serious effort.
  2. Nvidia, AMD, Intel etc… never have and never will be motivated to make their 10 year old hardware competitive with their next release hardware. That would be putting in extra work with the goal of not getting paid. The history of graphics features always has been putting in the work to motivate you to buy the new hardware. Being a company based on selling you new hardware, that’s just naturally their business model.
  3. Bonus: Everyone is strongly motivated to invest more silicon into tensor cores for local AI users. Therefore, the dev support crew is trying to get ahead of this change by finding more uses for that feature in games. Thus all the research into DL*.

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u/BeastMsterThing2022 3d ago

You're taking the cited GPU examples too literally and missed the argument entirely

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u/corysama 2d ago edited 2d ago

Claiming that GPUs are expensive because they have AI features (which basically means Tensor Cores) is simply false. They are expensive because demand for AI hardware is far outstripping what manufacturers can supply. This is funding GPU tech 10x more than gaming. In the short term it’s painful. In the long term, 10x more GPU development/year is a huge win for everyone.

The money and the new tech will enable the RTX6050 to achieve new art styles and higher quality than ever would have been possible if this turbulent AI boom had not happened.

So many people are seriously over-indexing on the fine details of the worst examples and ignoring the explicit goal of art directors taking control of the DL process to craft new art styles that would have never been options before. Folks are looking at yassification demos thrown together by a handful of researchers after a game ships and extrapolating that means it can only be used for Moar Yasss and literally nothing else. The actual plan is for this to be the new Deferred Rendering. Exactly how that going to work is going to take some working out. Both from the researchers and from the community at large. Give it some thought before rejecting it out of hand.

The only way real time path tracing has become viable at all on consumer GPUs has been through DL techniques. The tyranny of DRAM’s decades-long slog of slow advancements means brute force is not going to be viable any time soon. Swapping out Tensor Cores for Ray Tracing Cores is not going to fix that. It would end up with worse results.

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u/ZealousidealTurn218 3d ago

The concept of Nvidia shifting from ray tracing to AI "because it was cheaper" is just woefully out of touch. Also, it's always possible they genuinely believe that AI is the future of game rendering. And if they're wrong about that, AMD will surely win quickly. But they were clearly right about ray tracing, AI (in terms of demand), cuda/scientific computing, and GPUs more generally

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u/pingas_launcher 3d ago

I think DLSS has proven its potential to be cost and energy effective. Just look at the Switch 2 where its able to push 1080p on a portable machine. And real time graphics have always been smoke and mirrors anyway so having an efficient ML model to fill the gap seems like the next logical step to me.

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u/Still_Explorer 3d ago

So bro is saying:  

  • that AI DLSS is fine as long as isn't daydreaming (if is pixel-glitchy and draws Snapchat filters on faces then is a no go, however if it works so great that you can't even figure out what is going on then no problem)

  • that AI DLSS is fine as long as the GPUs are cheap

  • that if you buy a 1500$ GPU then you need to put it to work because you deserve the best brute forced rendered graphics (paid the GPU with your hard earned money),  however if you get a cheap GPU for 200$ you're supposed not to complain about it, just install it and use it without asking questions (you get what you pay for)

What's the deal with this logic?

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u/Ornery_Mulberry_2747 3d ago

Is there any chance that rasterization power is useful for AI too? Like, it's also in the interest of NVIDIA to develop more technology in that way?

-2

u/tcpukl 2d ago

What imagination?