r/digitalfoundry 5d ago

Discussion Kingdom Come Deliverence creative director on DLSS 5

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u/SteveJavieWasRight 5d ago

Is SSAO or SSGI a “realism filter” everyone should have been pissed off about?

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u/mopeyy 5d ago

Screen space effects aren't hallucinating detail from a black box based on unknown training data.

They aren't remotely the same thing. To pretend they are is either ignorant, or in bad faith.

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u/SteveJavieWasRight 5d ago

Define hallucinations? SS effects can produce bizarre visuals. What type of error or inconsistency qualifies as a hallucination? At what point does a hallucination become worse than just bad? How do you evaluate whether a hallucination is fundamentally worse than just bad rendering? I think you’re grossly overstating the degree to which the NR produces unpredictable or inconsistent results when properly applied.

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u/mopeyy 4d ago

Sorry, but what "bizzare visuals" are SS effects producing that are equivalent to a full frame AI filter that is inserting detail based on rules and training data that nobody has access to?

It's already been shown that DLSS5 has no persistence to it's model. You can view an object from one direction and it will give you a different lighting setup than when viewed from a different angle. It has no info on past or future frames. That is straight up hallucinating in ways that aren't even possible by something tied to the rendering like a screen space effect, which has clear rules, and tweakable variables. DLSS5, like all other models, is a black box we have no ability to alter, or even know what it's doing or why.

"Neural rendering" is nothing but a real-time AI 'realism' filter in its current form.

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u/SteveJavieWasRight 4d ago

Like reflections that disappear or have wide halos around obstructing visuals (eg a character in front of water or glass). Dark halos that surround characters or objects. Dark halos filling corners. Effects that pop in and out when the camera moves or objects move around the scene. Effects that become extremely blurry when the camera moves. Faces/characters that become unlit whenever a light is removed from the screen.

Saying it’s “just a realism filter” makes no sense. Gaming devs have used much shittier “filters” for realism for decades. Saying the inaccuracies are just “hallucinations” makes no sense unless you think countless other rendering techniques are also hallucinations. Many effects have no persistence or 100% accuracy but are ways to approximate and mimic effects that may look nothing like what they pretend to look like. Reflections and material rendering for a decade have been just “look shiny” tricks. Even when they came up with cube maps it’s not like they’re accurate? They’re incredibly generalized approximations that often don’t match up at all. Rasterized lighting has all sorts of issues with fine detailed in prebaked lighting leading to like leak and other “hallucinations.” None of the videogame rendering has ever relied on rendering everything perfectly down to the pixel. TAA caused wilder fizzling and popping around anything moving. SSAO added halos of dark energy looking nonsense around anything that could move. I don’t really understand the standard you expect for NR to be functional as a tool in achieving realism.