5 ms·
The color grade in GTA is of course an artistic choice and rendering the entire game with foggy overcast light and a strong green tinge (which btw. is not how G
by formerly_proven 6y ago
The color grade in GTA is of course an artistic choice and rendering the entire game with foggy overcast light and a strong green tinge (which btw. is not how German cities look, we aren't living in a bad color transfer of The Matrix) makes it look bad at the macro level. The details might be enhanced by this method, but honestly it's kind of hard to tell from a heavily compressed 720p Youtube video. What looks okay or even better in a video doesn't have to look better interactively, uncompressed, in native resolution.
Hot take: The overall tone of the style produced using this dataset comes from capture artifacts.
- 411111111111111 6y agothe only thing i could get out of the demo videos is that their fps is shit. fps > beautiful images until you get at least 60... which this wasn't. im pretty bearish on this kind of innovation in games tbh, its never going to be low latency enough to be viable, even if they'd improve their framerate - i dont see it going beyond academic interest because of that definitely interesting to read about though, even if i doubt its viability in gaming
- container 6y ago>its never going to be low latency enough to be viable Why is that? Just because it's expensive in terms of computation? I can't see why latency wouldn't improve with framerate.
- 411111111111111 6y agoIt couldn't because of the nature of this technology. Their post processing can only start after the full image has been rendered, so whatever photorealism filter they apply will necessarily delay the image until the process is finished.
- Scea91 6y agoThis is not a fundamental obstacle for the technology. Lots of stuff is happening in post-processing already.