• MolochHorridus@piefed.social
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      3 days ago

      I guess you didn’t bother to read the article.

      “This process is so refined that the output can either provide a more realistic version on top of the base texture layer that the game uses or maintain the same texture appearance for significant VRAM savings.”

      What is more “realistic version on top of the base texture layer” if not AI enshittification? It either compresses the textures, when has that ever maintained the original quality, or layers AI layer of “better” textures on top of the original ones. Shit vs shit.

      • tekato@lemmy.world
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        3 days ago

        If you look at the NVIDIA presentation (linked in the article), they explain how they quantify realism at around minute 16. Also audio and video compression doesn’t aim for original quality, it aims for lower quality that is visually or acoustically“the same” from the human perspective, not the computer. Just because it’s AI doesn’t mean it’s garbage.

        • MolochHorridus@piefed.social
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          3 days ago

          So no original quality in any option, only worse or AI “enhanced” as I said: enshittified. They’re trying to push the “enhanced” shit by lowering the quality of the original vision.

          • tekato@lemmy.world
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            3 days ago

            The original quality will be there when you turn this feature off. It’s safe to assume this will just be part of a future DLSS version

            • MolochHorridus@piefed.social
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              2 days ago

              I’m sure the corporations owning the development studios will make sure their slaves will still create great art and optimize it, instead of just relying on a big tech to solve their problem of paying for professionals.

              • stickly@lemmy.world
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                2 days ago

                I’m not understanding, studios are going to insist that their artists bloat assets for no reason? Are these professionals being paid per VRAM GB used?

                Also this is some pretentious argument. If you’re distributing art through the audience’s hardware then you’re meeting them where they are no matter what. It defines your constraints; a good artist will make art that works nicely with AI in the same way that pixel art worked with CRTs.