前段時間我們曾報道,由於《NBA 2K27》意外泄露了英偉達DLSS 5的相關文件,一些玩家和技術愛好者開始將相關內容製作成補丁,並將其應用到其他遊戲中。

而據Tweak Town報道,近日,《天國:拯救2》的編劇兼遊戲總監、Warhorse Studios的聯合創始人Daniel Vávra在個人社交媒體上發文,表示他自己也在《天國降臨:救贖2》上試用了這項新技術並認為其大有可為。
他先是強調,目前流出的DLSS 5完全不會改變模型的幾何結構,也不會以任何方式改變角色的外觀,它所做的是利用遊戲現有的法線貼圖,生成比遊戲當前光照模型更加出色的皮膚紋理和面部細節(圖中序號2和6處)。

Daniel Vávra還透露稱,他經常在開發過程中批評角色美術團隊的工作,指出遊戲中某些面孔看起來缺乏細節和質感,而美術團隊則通常會向他展示他們電腦上的效果,並指出畫面沒有問題,真正的問題出現在遊戲中的光照上。Daniel Vávra評價DLSS 5稱:「好吧,現在遊戲裡的效果也對了!這些面孔本來就應該呈現出這樣的樣子。AI並沒有憑空創造任何東西。」
Daniel Vávra還指出,最重要的是,DLSS 5讓環境光遮蔽效果看起來就像開了外掛一樣。他透露稱,《天國降臨:救贖2》在開發時曾無法渲染角色頭部的帽子、兜帽和頭盔所產生的陰影,甚至連角色模型上一些細小部件產生的陰影也無法渲染,比如扣子、鞋帶和小袋子,這讓他非常惱火,但DLSS 5做到了(圖中序號1、3、7、8和11處)!
除此之外,它還改善了頭髮中的陰影渲染(圖中序號5處),讓頭髮終於擁有了正確的濃密度和陰影深度。不過,Daniel Vávra也提出了一些批評,比如在某些情況下,DLSS 5會將陰影加深,導致觀感不佳(圖中序號10、12、13和14處)。



Daniel Vávra總結表示,對他而言,這主要是一項出色的角色光照模型寫實化升級。「小問題」是,它會讓幀率直接減半。他強調,DLSS 5並不是我們幾個月前看到的那種臭名昭著的「AI垃圾」,並且他認為這項技術未來擁有巨大的潛力,而能夠通過這種方式改善甚至老遊戲的光照效果,絕對是一件非常棒的事情。
After all the controversy about NVIDIA’s DLSS 5 being a terrible AI slop, I played around a bit with the leaked DLSS5 version in KCD2. First off—what was leaked isn’t even remotely what NVIDIA originally presented. It doesn’t alter the geometry of the models or the appearance of the characters in any way. I repeat: It doesn’t alter the geometry of the models or the appearance of the characters in any way! What it does is take existing normal maps and create much better skin texture and facial detail (examples 6 and 2) than the lighting model in the game. It also looks a bit like an attempt at subsurface scattering and other advanced skin rendering techniques. But sceptics could say, that its just a fancy version of clarity and dehaze filters which have very similar effect. I often criticized the character artists’ work when certain faces in the game looked lacking in detail and plasticity, and they’d often show me that it looked fine on their computers and that the problem was with the lighting in the game. Well, now it looks right in the game, too! This is how those faces were supposed to look. The AI isn’t making anything up. Above all, though, it makes ambient occlusion look like it’s on steroids. You have no idea how terribly—and I mean really, really—annoyed I was that in KCD2 we couldn’t render shadows from hats, hoods, and helmets on characters’ heads, or even shadows from small details on character models (buckles, laces, pouches). DLSS5 does this, and it does it absolutely brilliantly! (see examples 1, 3, 7, 8, and 11). On top of that, it improves the rendering of shadows in hair (5), so they finally have the right density and darkness. It doesn’t do much in the environment, but interestingly, it lightens shadows in some places and renders textures within them, while darkening them where it makes sense (10, 12, 13, 14). So there’s a slight improvement here as well. It also renders shadows in grass and vegetation better. Which is definitely a good thing. For me, this is primarily an excellent photo realistic upgrade to the character lighting model. The 「minor」 issue is that it cuts the frame rate in half :) But its not the infamous AI slop we saw couple months ago. I see huge potential here for the future, and it’s absolutely great that even older games lighting could be improved this way. https://twitter.com/DanielVavra/status/2094125947515478452
值得一提的是,這並非Daniel Vávra首次發聲支持DLSS 5,就在DLSS 5剛公布不久的3月份、外界普遍對這項技術充滿懷疑和批評時,Daniel Vávra就曾表示力挺,認為未來開發者會非常喜歡這項技術,而當前的「反對聲音」無法阻止它的發展。







