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DLSS 3.5 Frames with Path Tracing Are More Real Than Native Rendering with Raster, Says NVIDIA

To celebrate the launch of NVIDIA DLSS 3.5 in Cyberpunk 2077: Phantom Liberty, Digital Foundry hosted a roundtable video chat with Bryan Catanzaro (Vice President of Applied Deep Learning Research at NVIDIA) and Jakub Knapik (Vice President of Art and Global Art Director at CD PROJEKT RED), among other guests.

When discussing the new technology, NVIDIA's Bryan Catanzaro stated that not only is DLSS 3.5 more beautiful than native rendering, but in a way, its frames are more real when coupled with path tracing than native rendering with the traditional rasterized approach.

You know, actually, I think DLSS 3.5 makes Cyberpunk 2077 even more beautiful than native rendering. That's my belief. The reason for that is, again, because the AI is able to make smarter decisions about how to render the scene than what we knew how to do without AI. I think that's going to continue to develop.

Cyberpunk 2077 frames using DLSS (including Frame Generation) are much 'real-er' than traditional graphics frames. If you think about all of the graphics tricks, all the occlusions and shadows and fake reflections, screen-space effects...Raster in general is just a bag of fakeness, right? So, we get to throw that out and start doing path tracing and might actually get real shadows and real reflections.

The only way we can do that is by synthesizing a lot of pixels with AI. It'd be far too computationally intensive to do [path tracing] rendering without tricks. So, we're changing what kind of tricks we're using and I think, at the end of the day, we're getting more real pixels with DLSS 3.5 than without.

CDPR's Jakub Knapik agreed with him, calling rasterization 'a bunch of hacks' stacked on top of each other.

It is weird to say, but I agree

NVIDIA Cyberpunk Celebrity performer beautiful president 3

Jakub Knapik Art

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