| ▲ | ACCount39 3 hours ago | |||||||
Rasters are far too good for simple textures + simple geometry. Even the best neural rendering works better when it has the bones of geometry, texture, motion and depth to work with. The baseline of spatial coherence you get from a conventional rendering engine is hard to beat with pure neural techniques. Even in a "neural rendering optimistic" future, I can't see a way in which traditional rendering doesn't survive as a "control channel" that informs what the neural rendering does. To do otherwise would require making the bulk of the game logic neural too. | ||||||||
| ▲ | saidnooneever 2 hours ago | parent [-] | |||||||
ppl dont understand sacrefices made and tradeoffs in making high fidelity game engine and them make such a comment. Deferred renderer is likely still most accurate because it actually does the thing faithfully. Forward+ is already stretching it yet much further having lot of cached results etc which make things less accurate. In my mind neural rendering is a step in that direction further. it will suffer accuracy problems only hidden by the fact people dont understand what it should or could look like. ofc, getting performance is the real problem. I like neural rendering ideas in the sense DLSS can make certain things happen on older machines that were definitely out of scope for deferred pipeline on same machine. Its like a Boost u really dont want to use if u dont need it. It might become that CGI will he the place for very accurate rendering more than games, but i sure hope not. (they can easily afford accuracy as they dont need realtime). games need to slow down a notch on getting better graphics and go for a stabilization and expectation management pass. so people dont expect things that are only feasible through neural rendering techniques. It forces a lot of players to use it. like most AI. fomo or something... | ||||||||
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