Man, you’re expecting something pretty quickly that is actually quite difficult to do properly. DLSS 5 is a lot more complicated than it looks. Right now we don’t have proper engine-level integration. For full control you need the SDK and an actual connection to the scene itself. Semantic masking can automatically separate different types of objects, while engine-level masking lets developers or artists explicitly tell the renderer where and how neural rendering should be applied. VR without that foundation is basically impossible to do properly. I wouldn’t expect a well-working VR implementation anytime soon.
I can expand a little on what I meant because I’ve looked into the technology more closely now.
For example those weird faces people show in anime-style games don’t mean the technology is somehow “destroying creativity.” Without proper integration, the model is simply running without the artistic controls it’s supposed to have basically following the default behavior it was trained and configured for. And after looking through the SDK this is really the important part: the artist decides what can be changed, where it can be changed and how strongly. There are controls for structure andtone, semantic masking, engine-level masking and local intensity masks/textures. So DLSS 5 doesn’t take creative freedom away. With proper integration, the final control still stays with the creator.
For example, if I look at a glass cup in my scene and think it looks bad, I can tell the neural renderer that this particular object should be heavily reworked into more natural-looking glass, while leaving the other objects untouched or only changing them very slightly. And in VaM right now we basically don’t have that foundation yet. Getting neural rendering to run is one thing but properly controlling it at the scene and individual object level is a completely different problem