Post

Thread: I want to go over these two shots again, indulge me in a bit of pixel peeping. I think this is an illustrative example because it sets the question of faces aside; from a purely technical lighting fidelity standpoint, DLSS 5 makes this scene worse.

kron123456789.bsky.social@kron123456789.bsky.social

Under DLSS 5 shadows lose directionality, like the weather changed from sunny to cloudy

357 reposts1K likes

The most obvious issue is with the shadow cast by the tree (and also the turret in the mage's guild building there). It's almost gone; if you zoom in you can see the edge of the penumbra still there, but it's kind of of just become a noisy boundary.

In fact, the area shaded by the tree is now brighter than the area in direct sunlight in the foreground. This is a general pattern with this postprocessing effect – cast shadows are gone and replaced with general, undirected ambient light with what looks like a very heavy ambient occlusion pass.

But this "ambient occlusion" is just bad guesswork. Another example of weird incorrect stuff is this curb, where the edge of the curb is now arbitrarily darker than the top of the sidewalk. This stone is being lit almost at a 45 degree angle by the sun; the top and sides should be the same value.

You can see this in the really exaggerated shadows under the eaves of the building here, for example; the idea seems to be that more AO equals more better, but the geometry on those eaves is clearly that they're quite shallow and shouldn't cast a shadow like this on a sunny day.

You know, it occurs to me that this would be a lot more impressive and workable if the starting point was like, an unshaded scene, and not the latest AAA game graphics that require raytracing as a baseline anyway.

Like, I could see a use-case here for lower-end devices to gain sorta naturalistic-looking (but still vastly incorrect) shading by replacing their shading pass with something like this. It *would* still look like AI slop, but at least there would be a point to it.

I wonder if the specific implementation of this game either disabled shadows for DLSS 5 or they failed to make them work in the new render path I find it difficult to imagine that any post-process filter could remove shadows that cleanly, especially around high frequency detail

If you zoom closely on those shots you can see that the shadow is still present – the edges of the shadow are visible – but values all around the image have been changed so aggressively so it's not visible any more.

I did zoom closely and don't see the edges (except some dark spots that could be decals) there's a particularly interesting example in the bottom right corner since 1) the caster of the shadow is not in the frame; 2) there's a thick part but also a thin part which resembles nearby texture detail

it is however also possible that the game is passing a base color G-buffer texture to DLSS 5 (in addition to final image and motion vectors) which could be used to either extract lighting from the original final image or overwrite it entirely with new lighting (or something in between)

As long as we're all DESERVEDLY ragging on this, i think its also worth saying that I expect moving around in this space with DLSS5 is going to be mad disorienting. That depth information isn't just for show! Lighting is a huge part of how we navigate and orient in a virtual 3d space!

there's something unsettling about the aesthetics of realism being copied without the substance being really there. i object to meaningless lighting not because i'm good at using shadows to navigate, but because i don't want to train myself to assume i can't.