• Eggymatrix@sh.itjust.works
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    6 hours ago

    Polys is not where expensive computation is. The bottleneck is raytracing and volumetric fog etc. All those things that make a game look more real and natural.

    I think this dlss stuff could potentially substitute raytracing and other light/shadow/reflections/transparency things that are very expensive to both program correctly and calculate every frame.

    My two cents

    • egregiousRac@piefed.social
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      5 hours ago

      Lighting is the space image gen struggles in most now. Individual areas will show convincing shadows, atmosphere, etc, but motivation and consistency is lacking. The shots from Hogwarts Legacy show that really clearly. Slice out a random 10%x10% chunk of the frame and the lighting looks more realistic, but the overall frame loses the directional lighting driven by real things in the scene.

      • paraphrand@lemmy.world
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        3 hours ago

        I’m curious how well it handles lighting from unseen light sources that otherwise didn’t contribute as much to the scene as they should have. In other words, off screen lights that shine into the scene but are not fully rendered by traditional means. Same thing goes for reflections.

        I expect a lot of nonsense being hallucinated in those areas.