Kun tämä keskustelu pyörii nyt paljon valaistus partikkelien ympärillä niin itselleni muistui mieleen Forza 5 ja Forza Horizon pelit joissa näyttävyys nimenomaan perustui valaistus partikkeleihin jo game engine tasolla mutta sitä täydensi jälkikäteen merkittävästi dlss.
Xbox:lla Forza sarjan erot nimenomaan tuotiin esiin pelimoottorin valaistus partikkeleilla jossa dlss ei edes saatavilla.
Luulen että eri pelimoottoreilla yleis valaistus näkyy dlss päällä eri tavoin mutta fotorealismi kasvoissa ja muissa objekteissa terävöityy.
Mutta kun tämä dlss 5 nyt kuitenkin demottiin kahdella 5090 näytönohjaimella niin kyllä se toimii sujuvasti vasta 6090 näytönohjaimella eli olisi mukava kuulla miten siellä edistytään.
Joka tapauksessa eletään jo 4K UHD aikakautta ja ainakin omasta mielestäni 4K UHD pelaamisen keskeisin yksityiskohta on fotorealistisuus.
Sitähän tälläinen dlss ominaisuus tukee johdonmukaisesti.
8K UHD 60FPS lienee myös pelinkehittäjien tavoite mutta jos nyt vaikka Steam Machine onnistuisi VR-pelaamisessa 4K UHD 60 FPS ja tuleva Xbox konsoli 4K UHD 60 FPS nimittäin kaikki 30 FPS pelaaminen on ankeaa ja sitä ei pelasta edes 8K fotorealismi.
"Based on information available as of March 2026,
DLSS 5 (unveiled in March 2026 for RTX 50-series GPUs) is a neural rendering technology designed to apply photorealistic lighting and materials using AI, promising a leap in visual fidelity beyond traditional rendering. In contrast, Forza Horizon 5’s native engine uses advanced, high-performance lighting and node-based particle editors (Popcorn FX) tailored for racing scenarios.
Here is a breakdown of the comparison based on the emerging DLSS 5 tech and Forza Horizon 5's engine capabilities:
DLSS 5: Neural Photorealism
Photoreal Lighting & Materials: DLSS 5 aims to generate realistic lighting and material surfaces, such as how light interacts with paint, metals, and skin, creating an "airbrushed" or "cinematic" look.
Scene-Aware AI: It uses AI to interpret scene information (colors, motion vectors) and injects detail that the raw game engine might not be producing, making objects feel more anchored in the environment.
Visual Trade-offs: Early reactions suggest DLSS 5 can produce "horrible" artifacts in some scenes or make games feel less like the original artist's vision and more like an AI filter.
Focus: It is not designed to raise FPS as its main goal, but rather to replace traditional rasterized or ray-traced lighting with AI-driven lighting.
Forza Horizon 5 Engine Lighting & Particles
Performance Lighting: FH5 uses high-quality environmental lighting and ray-traced reflections (on PC) that are optimized for high-speed motion.
Advanced Particle System: The game employs a node-based particle editor (Popcorn FX) that uses parameters from car physics to drive particle behavior—dirt, water, smoke—more effectively.
Visual Precision: Native rendering in FH5, especially with TAA or DLAA, offers crisp, stable details and is highly optimized, though it can suffer from "flat" reflections in certain areas.
Limitations: Native engine lighting can struggle with complex interactions, such as headlight illumination artifacts, which DLSS 5's enhanced lighting model might aim to fix.
Comparison
Lighting Style: DLSS 5 provides a more "filmic" and detailed light interaction, while FH5's engine provides a more "game-ready," consistent, and fast-updating light-and-shadow system.
Particles: FH5's engine-driven particles (smoke/dust) are designed to react to physics. DLSS 5 would likely apply AI-upscaling to these, potentially improving their visual resolution but not their physical behavior.
Performance: The native engine is generally lighter on system resources compared to running advanced AI models like DLSS 5, which require significant GPU power. "