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DLSS 5 宛若一款为电子游戏量身打造的实时生成式AI滤镜。

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DLSS 5 宛若一款为电子游戏量身打造的实时生成式AI滤镜。

内容来源:https://www.theverge.com/news/895472/nvidia-dlss5-generative-ai-pc-graphics

内容总结:

英伟达在GTC大会上发布DLSS 5技术,实时生成式AI滤镜引发艺术性争议

英伟达于本周GTC大会正式发布DLSS 5技术,该技术通过生成式人工智能实时重构游戏光照与材质细节,在提升画面真实感的同时,也因显著改变角色外观风格引发业界关于“艺术意图”的广泛讨论。

演示显示,在《生化危机:安魂曲》《星空》《霍格沃茨之遗》等游戏中,DLSS 5能即时增强光影效果,并通过AI生成皮肤散射、织物光泽等细节。但部分场景中角色形象变化显著——《生化危机:安魂曲》女主角格雷斯的面部特征被强化,被评论者形容为“如同添加了Instagram美颜滤镜”。游戏开发者麦克·比特赫尔批评其“破坏了艺术方向”,部分玩家担忧技术会导致游戏画面呈现“AI塑料感”。

英伟达CEO黄仁勋将此项技术称为“图形领域的GPT时刻”,强调其通过融合手工渲染与生成式AI,在提升视觉真实度的同时保留艺术控制权。公司表示已为开发者提供强度调节、色彩分级及局部屏蔽等精细化控制工具,确保最终效果符合游戏美学风格。

该技术预计今秋上线,目前已确认支持《上古卷轴VI:湮没重制版》《刺客信条:影》等大作,可在4K分辨率下实时运行。尽管贝塞斯达工作室总监托德·霍华德称赞其“让游戏焕发生机”,但技术实际落地效果仍将取决于开发者的具体调校。这场关于“真实感”与“艺术性”的平衡实践,或将成为游戏行业技术演进的新焦点。

中文翻译:

英伟达在周一的GTC大会上发布了DLSS 5技术。从早期反响来看,这项更新或将引发两极分化的评价——部分观点批评其为"粗制滥造的AI滤镜",认为其过度修改了游戏原有的艺术表达。英伟达首席执行官黄仁勋则将其称为"图形技术的GPT时刻",称其"将手工渲染与生成式AI相融合,在保持创作者所需艺术控制力的同时,实现了视觉真实感的跨越式提升"。

DLSS 5本质上像是为游戏设计的实时生成式AI滤镜。这项最新AI超采样技术能动态调整游戏的光照与材质表现。在支持该技术的游戏中,工具可即时提升光影效果。但与以往通过机器学习弥补画质差距的版本不同,DLSS 5运用生成式AI重构光照与材质系统,呈现出宛如新增的视觉细节。英伟达现场演示的《生化危机:安魂曲》《星空》《霍格沃茨之遗》及《EA Sports FC》等游戏画面确实更具真实感,但其呈现的改动效果,与我们在摄影、影像等领域见过的"AI粗加工"痕迹颇为相似。

据英伟达介绍:"AI模型通过端到端训练,能单帧解析复杂场景语义(如角色、发丝、织物、半透明肌肤)与环境光照条件(顺光、逆光、阴天)。DLSS 5基于深度理解生成视觉精确的图像,精准处理皮肤次表面散射、织物细腻光泽、发丝与光线交互等复杂元素,同时完整保留原始场景的结构与语义。"

最显著的变化体现在角色模型上。以《安魂曲》为例,生成式AI覆盖原始素材后,主角格蕾丝·阿什克罗夫特的面容焕然一新——饱满的双唇与浓重的眼影效果,仿佛使用了Instagram美颜滤镜。《星空》中的呈现同样带来诡异观感:即便身处无相应光源的环境,角色面部与发丝却呈现舞台剧般的强烈高光,如同将锐化参数调至极限。贝塞斯达游戏工作室总监托德·霍华德评价道:"当英伟达展示DLSS 5并在《星空》中运行时,其赋予游戏的生动表现令人惊叹。我们已亲身体验,迫不及待想让所有玩家感受这份震撼。"

DLSS 5支持4K分辨率实时运行。虽然能满足部分期待更多游戏实现照片级真实的玩家与开发者,但其效果未必适合所有人。游戏制作人迈克·比瑟尔直言:"这简直是给那些彻底抛弃艺术导向的体验准备的技术。看到有人认真对待这种噱头实在令人失望,简直一团糟。"

英伟达强调已为开发者提供调控选项,允许他们自主决定DLSS 5对游戏视觉效果的影响程度。因此正式发布时,实际游戏效果可能与当前演示有所差异。该公司表示DLSS 5通过两种方式尊重艺术意图:一是向模型输入每帧游戏的色彩与运动矢量数据,确保输出内容植根于原始3D素材;二是为开发者提供强度与色彩分级等精细控制参数,创作者可借此调整混合度、对比度、饱和度与伽马值,并决定增强效果的适用范围与程度,以维护游戏独特美学。开发者还可屏蔽特定物体或区域,使其不受增强效果影响。

DLSS 5将于今秋正式推出。目前确认兼容的游戏数量有限,除前述作品外,还包括《上古卷轴VI:湮没重制版》与《刺客信条:影》等重磅作品。

其他热门资讯

英文来源:

Nvidia announced DLSS 5 on Monday during its GTC conference, and based on early reactions, it’s going to be a divisive update, with some reactions calling it “slop” that unacceptably alters artistic intent. Nvidia CEO Jensen Huang is calling this the “GPT moment for graphics — blending hand-crafted rendering with generative AI to deliver a dramatic leap in visual realism while preserving the control artists need for creative expression.”
DLSS 5 looks like a real-time generative AI filter for video games
Nvidia’s latest AI upscaling tech can change a game’s lighting and materials.
Nvidia’s latest AI upscaling tech can change a game’s lighting and materials.
In games that support DLSS 5, the tools can immediately provide noticeable boosts to lighting and shadows, but unlike previous versions of upscaling that used machine learning to close the gap between high and low graphics settings, this version applies generative AI to rework the lighting and materials with details that feel newly added. Examples shown by Nvidia today from Resident Evil Requiem, Starfield, Hogwarts Legacy, and EA Sports FC each look more lifelike, yes, but the DLSS 5 versions have changes that look similar to the “AI slop” updates we’ve seen applied to photography, video, and other creative endeavors.
According to Nvidia, “The AI model is trained end to end to understand complex scene semantics such as characters, hair, fabric and translucent skin, along with environmental lighting conditions like front-lit, back-lit or overcast — all by analyzing a single frame. DLSS 5 then uses its deep understanding to generate visually precise images that handle complex elements such as subsurface scattering on skin, the delicate sheen of fabric and light-material interactions on hair, all while retaining the structure and semantics of the original scene.”
The most noticeable impact is that DLSS 5 seems to make significant changes to how character models appear. In the case of Requiem, generative AI inserted over the original assets makes protagonist Grace Ashcroft look totally different, like she used an Instagram filter that made her lips fuller and applied intense eyeshadow.
Its application in Starfield delivers similarly uncanny results, as though the sharpness is turned up to the maximum, and bright highlights that make their features and hair look stage lit despite standing in an environment that doesn’t have that kind of lighting. Nvidia quotes Todd Howard, studio head at Bethesda Game Studios, saying, “When NVIDIA showed us DLSS 5 and we got it running in Starfield, it was amazing how it brought it to life. We’ve played it. We can’t wait for all of you to do so as well.”
DLSS 5 can run in real time at up to 4K resolution, and while it will certainly satisfy some gamers and developers waiting to see photorealism in more titles, the effect won’t work for everyone. Game developer Mike Bithell wrote, “For when you absolutely, positively, don’t want any art direction in your gaming experience. Disappointing to see anyone take this nonsense seriously. Such a mess.”
However, Nvidia says that it provides game developers with controls to let them decide on how DLSS 5 impacts a game’s look, so it’s possible that by the time it ships, the in-game effects will be different than what we’re seeing here.
Nvidia:
DLSS 5 honors artistic intent in two ways:
Inputting the game’s color and motion vectors for each frame into the model, anchoring the output in the source 3D content.
By providing developers with detailed controls such as intensity and color grading. Artists can use these controls to adjust blending, contrast, saturation, and gamma, and determine where and how enhancements are applied to maintain the game’s unique aesthetic. Developers can also mask specific objects or areas to be excluded from enhancement.
DLSS 5 is coming this fall, and so far, it’s only confirmed to be compatible with a select number of games, which, in addition to those previously mentioned, include big titles like The Elder Scrolls VI: Oblivion remake and Assassin’s Creed Shadows.
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