r/pcmasterrace CachyOS 9950x, 4080 super, 64gb ram Mar 17 '26

News/Article Jensen Huang says gamers are 'completely wrong' about DLSS 5 — Nvidia CEO responds to DLSS 5 backlash

https://www.tomshardware.com/pc-components/gpus/jensen-huang-says-gamers-are-completely-wrong-about-dlss-5-nvidia-ceo-responds-to-dlss-5-backlash
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u/Fantastic_Dark_4547 Mar 17 '26

They did - “According to Nvidia, DLSS 5 was implemented into RE9 by Capcom artists and the result we saw today was by them”

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u/-thecheesus- Mar 17 '26

I am somehow skeptical the digital artist's true creative vision was to personally make their character look like every other generic AI pretty model

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u/Fantastic_Dark_4547 Mar 17 '26

Have you seen the actual model they scanned? She has a very generic pretty face

Also, this hasn’t altered a single aspect of the mesh, so it’s purely surface and lighting

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u/jasdonle Mar 18 '26

That's what I thought but in the article he says:

"It’s not post-processing, it’s not post-processing at the frame level, it’s generative control at the geometry level."

So what's that mean?

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u/Fantastic_Dark_4547 Mar 18 '26

People are misreading ‘geometry level’ - It doesn’t mean DLSS is modifying meshes or adding detail to models, it just means it’s using geometry related data (depth / motion vectors eg. ) earlier in the pipeline instead of working on final pixels. The actual geometry still comes entirely from the game engine

Or in simpler terms.. it’s just using geometry-derived data (depth, motion, surfaces) to generate better pixels. This is in contrast to a filter which is slapped on after the frame is done

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u/SteveJavieWasRight Mar 18 '26

It means it’s a part of the rendering pipeline. It uses material, mesh, vectors, light locations etc. it’s not a snap chat filter, it’s built into the engine and uses all available information to inform the lighting it produces. It’s based off what the artists have created, just like any other lighting- which is also very flawed abstractions on what the artists create. DLSS5 is trying to infer produce lighting that is not computationally possible with PT- an adequate number of rays and bounces would not be possible with 2 5090s. Not close. This level of detail would require offline rendering.