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Photorealism

Ongoing coverage on Photorealism.

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Rock Paper Shotgun

"Why do we need more graphics?": 2010's Alan Wake was as photoreal as videogames ever needed to be, reckons original Thief designer

Former Thief designer Randy Smith Evergreen argues that photorealistic graphics in video games reached their peak with 2010's Alan Wake, suggesting further advancements are unnecessary and costly. He believes the visual fidelity achieved then was sufficient for immersion, and subsequent graphical arms races are a waste of resources, particularly for immersive sims.

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Retro Gamer

Nvidia says it's only targeting "photorealistic" games with DLSS 5, but am I the only one who thinks…

The author expresses concern that Nvidia's DLSS 5 technology, intended for "photorealistic" games, risks homogenizing art styles and detracting from the unique visual design of many titles. While Nvidia assures developers have control, the underlying AI's focus on photorealism is seen as a step backward from artistic diversity.

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FZ.se

NVIDIA lanserar DLSS 5. Jag är kluven och imponerad på samma gång.

NVIDIA has announced the launch of DLSS 5, a new tool for developers aimed at enhancing photorealism in games. While the technology promises impressive visual upgrades, the author expresses mixed feelings about its potential impact on creative vision and the distinction between developer-applied features and player-accessible mods. The article highlights that DLSS 5 is intended for developers to use selectively, not as a universal player mod.

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Retro Gamer

Nvidia DLSS 5 is launching on September 3: Here's everything I learned about it from a private Gamescom demo

Nvidia's DLSS 5, launching September 3rd, utilizes a generative AI layer for "true photorealism" rather than traditional upscaling, a controversial approach that has drawn criticism for potentially standardizing game art styles. While Nvidia offers developer tools to control the AI's impact, gamers will have limited options, and the technology is primarily targeted at photorealistic titles like NBA 2K27.

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Retro Gamer

Game Freak admits Beast of Reincarnation "doesn’t really fit our vibe" after decades of stylized Pokemon but knew "photorealism would be the best fit" for the action RPG

Game Freak director Kota Furushima stated that the studio was aware that Beast of Reincarnation's photorealistic art style doesn't align with their typical "vibe" established by franchises like Pokémon. Despite this, the team felt realism was the best fit for the action RPG's core concepts and presented a new challenge for the company.

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Gamespot

The Most Exciting Thing About GTA 6 Has Little To Do With Its Open-World Action

This article discusses how the highly anticipated Grand Theft Auto VI's stunning photorealism and detailed character models make virtual photography a more exciting prospect than traditional gameplay for the author. The author expresses a desire to document the game's world and characters through its potential photo mode, even more so than engaging in its action-packed activities. The piece highlights the visual fidelity of the game, comparing it to real-world photography and anticipating its potential as a platform for virtual photographers.

Push Square

Star Wars Racer Uses All of Unreal Engine 5's Fancy Features - At 60fps on PS5

Star Wars: Galactic Racer is leveraging Unreal Engine 5's advanced features like Nanite and Lumen to achieve photorealistic visuals and complex environments. The game targets a smooth 60fps on PlayStation 5, with further enhancements expected on the PlayStation 5 Pro. Despite some minor compromises, the technical achievements are impressive, potentially positioning it as a contender for awards.

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PC GamesN

Roblox is "democratizing creation" with its new AI upscaling tech, but admits its too costly for your average dev

Roblox has introduced a new AI upscaling technology called Roblox Reality, aiming to "democratize creation" by enabling photorealistic graphics in multiplayer games. However, the company acknowledges that the technology is currently too costly and computationally demanding for average developers and players. CEO David Baszucki expressed optimism about its potential to lower barriers to high-fidelity creation, while Senior Vice President Anupam Singh noted the ongoing challenges in achieving real-time performance.

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Rock Paper Shotgun

The Sunday Papers

This article discusses various aspects of game aesthetics, including the "Backroom" aesthetic in 3D graphics, the emotional impact of character companionship in Fatal Frame 2: Crimson Butterfly, and the implications of AI-generated imagery in modern photography, particularly with tools like Google Pixel's Magic Editor. It also touches upon the contributions of women to game localization, referencing Final Fantasy IV and Earthbound, and offers a defense of the character Daniil Dankovsky in Pathologic 3.

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