Artistic control remains with developers, but what exactly does that mean?

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Nvidia CEO Jensen Huang has responded to the widespread criticism of DLSS 5. Nvidia's new generation of upscaling technology majors on AI-enhanced lighting but also introduces generative AI at the geometry and asset level and can result in dramatic changes to the look of character models in particular. And that has many observers up in arms, or at least making fun of DLSS 5.
Tom's Hardware attended a Q&A at Nvidia's ongoing GTC event and queried Huang about the negative response to DLSS 5. According to Huang, the critics have it wrong.
"First of all, they're completely wrong," Huang said, "the reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of geometry and textures and everything about the game with generative AI."
Importantly, he said, developers can "fine-tune the generative AI" and that it "doesn't change the artistic control." Whether that's making a "toon shader" or making the game look like it's "made of glass," DLSS 5 apparently opens up all manner of possibilities, all of which are in the control of the developer.
Of course, the granularity of that control is likely critical here and remains somewhat of an unknown. It's not entirely clear if using DLSS 5 from a developer perspective will be like choosing from a relatively limited menu of "looks" or "styles" or if it's much more open ended.
If the former, well, that's when the fears expressed over the past day or so kick in. The idea that all games with be slathered with the same generative AI gloss is, essentially, what many object to.
But the reality could be both. In other words, there could be some pre-baked settings that developers can choose from for expediency while also having the option of diving in and getting fully involved in how DLSS 5 interprets everything from lighting to materials and assets.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Huang's comments certainly seem to suggest extensive developer control. "All of that is in the control — direct control — of the game developer," Huang said, "this is very different than generative AI, it’s content-control generative AI. That’s why we call it neural rendering."

The other problem with DLSS 5, at this stage at least, is computational intensity. F...Read more: Full article on www.pcgamer.com
What do you think about this?

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Nvidia CEO Jensen Huang has responded to the widespread criticism of DLSS 5. Nvidia's new generation of upscaling technology majors on AI-enhanced lighting but also introduces generative AI at the geometry and asset level and can result in dramatic changes to the look of character models in particular. And that has many observers up in arms, or at least making fun of DLSS 5.
Tom's Hardware attended a Q&A at Nvidia's ongoing GTC event and queried Huang about the negative response to DLSS 5. According to Huang, the critics have it wrong.
"First of all, they're completely wrong," Huang said, "the reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of geometry and textures and everything about the game with generative AI."
Importantly, he said, developers can "fine-tune the generative AI" and that it "doesn't change the artistic control." Whether that's making a "toon shader" or making the game look like it's "made of glass," DLSS 5 apparently opens up all manner of possibilities, all of which are in the control of the developer.
Of course, the granularity of that control is likely critical here and remains somewhat of an unknown. It's not entirely clear if using DLSS 5 from a developer perspective will be like choosing from a relatively limited menu of "looks" or "styles" or if it's much more open ended.
If the former, well, that's when the fears expressed over the past day or so kick in. The idea that all games with be slathered with the same generative AI gloss is, essentially, what many object to.
But the reality could be both. In other words, there could be some pre-baked settings that developers can choose from for expediency while also having the option of diving in and getting fully involved in how DLSS 5 interprets everything from lighting to materials and assets.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Huang's comments certainly seem to suggest extensive developer control. "All of that is in the control — direct control — of the game developer," Huang said, "this is very different than generative AI, it’s content-control generative AI. That’s why we call it neural rendering."

The other problem with DLSS 5, at this stage at least, is computational intensity. F...Read more: Full article on www.pcgamer.com
What do you think about this?