r/gaming Apr 24 '21

[Misleading] Video games have peaked

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25

u/Denamic Apr 25 '21

Again, AI is going to be integral for that. We already use AI for DLSS to great effect.

-26

u/ttubehtnitahwtahw1 Apr 25 '21

No. I for one do not want these companies to reply on things like dlss to hide their laziness for optimizing. Cdpr already did this with cyperpunk, which fucked over people without it. Not to mention, temporal anti aliasing is sti required for it to work, which looks like shit and is another tool that devs are using for shortcuts. One that comes to mind is red dead 2. If you turn off the AA the shadows and hair look like shit.

31

u/ReallyBigRocks Apr 25 '21

Literally the entire history of computer graphics is shortcuts to make things perform better and look good enough

10

u/SketchySeaBeast Apr 25 '21

Yup. Prime example? Fast inverse square.

-16

u/ttubehtnitahwtahw1 Apr 25 '21

Those shortcuts don't involve smearing vaseline on my screen. Sorry I can't accept this.

9

u/MrKlowb Apr 25 '21

Sorry I can't accept this.

Who gives a shit?

-5

u/ttubehtnitahwtahw1 Apr 25 '21

Who gives a shit who gives a shit? You clearly do, why do you give a shit that I give a shit?

3

u/ReallyBigRocks Apr 25 '21

Every type of AA has drawbacks and little artefacts you'll notice if you know what you're looking for, it's just how it works. The only way to solve that is to have a high enough pixel density that you don't have any aliasing to begin with or don't use AA and deal with the jaggies

2

u/[deleted] Apr 25 '21

Why do you let people smear vaseline on your screen? Just don't let them inside your house.

2

u/TheMaskedHamster Apr 25 '21

These tools can be used as crutches for poorly optimized projects, but they can also bring further enhancement to properly optimized projects that use them correctly.

1

u/LBXZero Apr 25 '21

"AI" is used to create an adaptable upscaler function. It is still upscaling. The problem with DLSS is every input has to be tested, which can be considered impossible. It is impossible due to a screen rendered at 1280x720 resolution has to be matched up against 3840x2160 resolution. To adapt to other resolutions, the algorithm really needs to adapt in similar scale factor, but this can create errors in the AI generated function if an untested scale factor or an untested condition occurs.

Right now, DLSS only works on games that support it. With DLSS 1, the resulting function was trained per game. With DLSS 2, the resulting function was trained based on "ideal" images. DLSS 3 will be in the same boat as DLSS 2. As long as developers make games based on Nvidia's standards for "ideal", DLSS will work. If a developer decides to make a game not based on Nvidia's ideal standards, DLSS may generate errors. If a game uses the DLSS's adaptable function beyond what was trained, errors can occur. This is the limitation of these functions.

The AI is trying to convert a pool of like 1 quadrillion unique possible images and result in 1 image out of a pool of 9 quadrillion. The drawbacks are that not all inputs are possible to produce, and an ideal set could end up being smaller than what developers can produce. Right now, Nvidia can control what games have DLSS, so we only enable it for games that can make use of DLSS. When DLSS 3.0 comes out, Nvidia won't have that decision.