Here comes DLSS 5

Here comes DLSS 5

Alright, two days ago I thought I’m gonna make a quick post and it was much longer than I thought. Can I just make a quick post today? True to our name, we’re too late to the DLSS 5 party. Also, our source is in Czech, because that’s how we roll here. (Sources for that source are Wccftech and Reddit, just to be clear.)

Well, first of all, they’re completely wrong. The reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of the geometry and textures and everything about the game with generative AI. It’s not post-processing, it’s not post-processing at the frame level, it’s generative control at the geometry level.

  • NVIDIA’s CEO Jensen Huang

Need I say more? Well, I’d like to draw your attention to the pics selected by the outlet of my choice. I think it’s a good selection. Second, … I don’t know, man. Like, this should be obvious. Is life just meant for making obvious statements? I guess my thoughts are not obvious, but if they aren’t, do you realize how big of a problem it is? Anyway, back to DLSS 5.

Well, I don’t really have much more to say. So, remember. You’re wrong -> Jensen Huang said so!

Addendum: I can see now the website is broken and man, it’s again the case of if I wrote it myself, it would not happen. To be fair, not writing it myself actually helped me put my stuff out there, but maintaining it now is a nightmare. I suppose this is a case of exploratory programming, because to be fair again, I would not know how to write what I want, if I didn’t have this experience. And I also note the irony, that I considered Hugo the way to go. Remember kids, if you don’t know that Hugo links to slugs, not file names, you’re just gonna have to write your own SSG. Sigh.