Comment Re:Black box not useful for artists (Score 1) 107
All I need to do is point to one artist who judged his work by what the output of the model was, no differently than a complex filter in photoshop, which they also have no fucking clue what its technical details are, but a pretty fine grasp of what its non-technical details are- almost precisely analogous to how they'll use model-generated/augmented art.
It's not really the same. With the photoshop filter the artist can choose which filter they want to use, apply it, check whether they like the end result, go back to the original if they don't, apply a different filter on top of that if it's not quite right, tweak the results of the filter by hand, etc etc and only after all that if they're completely satisfied with the end result it will go into the actual game binaries. Certain textures may benefit from one type of filters while others need another type or nothing at all.
With nvidia filter, as I understand it, the decision is just whether to use the one filter for everything, or not. Apparently you can set the intensity of the filter (i.e. how much you want to AI-ify your texture) per object, but that's about all the fine control you get with it. And that decision may well be out of artists' hands - if management mandates dlss 5, not much you can do.
The results of generative AI, from what I've seen, are attractive but kind of bland, and once you've seen enough they all look pretty similar. That seems no less true for the examples they gave for dlss 5. So for shovelware that uses all the standard assets it may improve the look, but for something where the artists were going for a specific atmosphere and specific character look, it certainly won't.