Conversation
honestly looks great if you're going for that look. if it can be dialed in by the devs of the game, this does indeed greatly improve visuals, and will be amazing for modders. (hey, might save starfield)
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@lain > might save starfield

Some things are just beyond the means of human ingenuity.
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@lain what you're saying is DLSS should always be turned off
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@lain still seems to have the problem of giving everyone's face perfect studio lightning
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@animeirl can't really see that in the video, at least not more than games do it anyway
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@lain The protag looks lile a troon and DLSS highlights it when it's on.
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@animeirl @lain it def improved. All the lighting in the original demo had nothing to do with the game lighting and here it seems to work based on the provided shadows and highlights and turn them up to 11
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@snacks @lain its better, and will probably improve in the future. definitely will be good in some games, my biggest worry is that the games industry uses every new technology to make shit look more generic and cheap
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@lain @animeirl DLSS? more like UNCANNY VALLEY

this looks like ass ngl

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@lain
owning the chuds by making women in vidya look like adults

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@snacks @lain like im sure bethesday games will benefit because everyone there is worse at modeling a human face than AI but a lot of other games will probably just be made more generic
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@mia @lain kinda reminds me of that detective game that used facial capture for the facial movements but in reverse
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@animeirl @lain actually competent games have managed to be more photorealistic than this. It'll be the same as unreal where everything looks like the same slop while running badly.
I wonder how many frames of latency it adds
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@lain boy that really gave the woman in black a strong jawline didn't it?
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@feld did but that's pretty much her type
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@lain why do people hate this? it looks good?
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@kaia the first tech demo looked a lot worse / more generic, but this new (also unreleased) version seems to work pretty well for a bunch of games.
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@animeirl @lain also like, if you can afford a card with DLSS 5, you can afford not running the game on its lowest graphics setting

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@kaia @lain turn everyone in the game 39 with this one button
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@mia @lain true, but if you want to enable DLLS5 then you definitely have to run it at the lowest graphic settings for it to run above 15fps
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@animeirl @lain (this is not maxed out either but i’m on a 30W laptop GPU here and this isn’t some idtech game)

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@mia @lain are you gonna play control resonant
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@lain i wonder how does this look in games like (the orignal) oblivion, or otherwise games with NOT already attempted realistic faces

i feel like that would be the coolest in games like that, really visually crushing it for an intresting visual
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@lain if the devs intended to give everyone a faceapp filter that blends everything towards the mean, they would have baked it in from the start. this shit is the equivalent of picrel
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@lebronjames75 @lain

this is why i will never stand behind UNCENSORED LEAKED JAV. if the directors wanted you to see pussy they would have shown it
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@snacks @animeirl @lain the main reason this game doesn’t look that good is that its color management is terrible and looks like 2009-era stuff (Hable tone mapping in 2019?? it almost has that kind of look). no amount of raytracing will fix that

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@mia @lain @snacks i dont know what that means but thanks for telling me
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@animeirl @lain “accessible” sequel to the first game, boring premise, focused on GRUG SMASH, and it’s an ARPG so most likey you’ll be doing a million slopquests to minmax your build or whatever.

nah.

i could be completely wrong but based on what little i know about the game and what i’ve seen from the studio, it’s gonna take some very big surprises to change my mind.

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@bartholin @lain @kaia

I think it looks quite good for the secondary character in this scene, who seems to be going for a polished stylish appearance judging by the hair style and uniform, so the polished "AI look" fits. For the redhead (main character?) it looks much less good because the amount of glossiness being added looks unnatural and unfitting.

And in this particular shot it appears to have made her chin look much more masculine than the original, though I didn't catch on to that in the full video so it could just be an unfortunate frame.
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@animeirl @lain @mia screens can't display infinite brightness so you have to map what you render to what you can display, hable is an old attempt at recreating the look of analog film and gives you a pretty typical ps3/xbox 360 era look. Colors will shift weirdly if your tone mapping sucks like red turning into orange or blue to purple in bright scenes.
Usually today you go for a curve that gives you better shadows and does a bunch of transformations before actually tone mapoing to shift colors more accurate to human vision
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@animeirl @lain @mia at least that's my understanding, i mostly watched some random yt videos before and looked up hable now
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@snacks @animeirl @lain yeah nowadays you would do all the tone curve mangling/gamut mapping and chromatic adaptation in a perceptually uniform colorspace. many such colorspaces have been developed but none are perfect; right now IPT is considered a good choice for most HDR applications (it’s also standardized as part of BT.2100). one of its properties is that it is very good at changing the luminance without affecting hue, and you need that especially for HDR -> SDR mapping.

renderers with modern color pipelines don’t really work with RGB (or XYZ) spaces anymore because “perceptually uniform” requires a somewhat robust model of “perception”, and our eyes don’t work with pure spectral colors (real color perception is very non-linear and all kinds of fucky; see helmholtz-kohlrausch effect for example). in most cases this involves relatively simple transformations through “cone space” (LMS, after the three types of cone cells in our eyes). if the game has options for various types of color blindness, that means it most likely uses such a pipeline.

the state of the art for this takes even more biochemistry into account and can compensate for viewer age and other factors. you could also use the ambient light sensors in most mobile devices to do real-time chromatic adaptation (based on ambient luminance and color temperature at least) relative to the viewing environment.

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@snacks @animeirl @lain sorry for piling on even more jargon but that’s the reality of digital color science. it just is that hard to make a pixel.

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@mia @lain @animeirl for some reason this specific post didn't make it to my notifs
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@snacks @animeirl @lain fun fact they made up a color that stimulates only one type of cone cell, which is normally impossible, and then made that visible BY PRECISION TARGETING THOSE CELLS WITH LASERS

https://en.wikipedia.org/wiki/Olo_(color)

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@mia @lain @snacks @animeirl i implemented the oklab and oklch stuff in haxe the other day. the amount of regular boilerplate in color is exhausting gutkato_konsternetita
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@icedquinn @lain @snacks @animeirl i did that in C with GNU SIMD extensions a while ago because the C++ reference is all scalar and actually too slow for a good color picker GUI

like it’s cool that we have okhsl/okhsv as makeshift kludge to drop into old color picker code but man, doing gamut computations and remappings for every pixel in that picker is expensive as hell and yes, exhausting to implement from scratch

a lot of the reference code is just shortcuts/copypasta for primitives you should already have in a cms pipeline but still

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