Nvidia f*cked up real bad..
Chapters8
Initial reactions to AI upscaling in games and the tension between potential gains and visible flaws.
Asmongold critiques Nvidia’s AI upscaling in games, arguing it overshoots art direction and creates uncanny visuals, while praising DLSS but urging smarter calibration.
Summary
Asmongold dives into Nvidia’s latest game-filter AI, arguing that the feature overshoots what players actually want. He critiques the way AI fills in facial features, saying it makes people look older or wrinkled in situations where they shouldn’t be, which breaks immersion in titles like Hogwarts Legacy and Starfield. He also compares various attempts at AI-augmented visuals, calling some outputs “photorealistic but out of place” and warning about the uncanny valley that emerges when game art direction and AI realism clash. While praising DLSS as a useful technology for players with lower-end hardware, he emphasizes that Nvidia’s current implementation isn’t calibrated to improve the experience and risks turning games into generic AI-generated visuals. Throughout, Asmongold emphasizes the importance of preserving art direction and stylistic intent, even as technology advances, and he questions whether FPS optimization and game fidelity are better served by smarter integration rather than broad, aggressive AI overlays. He also notes that developers might lean on such tech to cut corners, referencing Unreal Engine 5-era trends and comparing current outputs to older, better-optimized titles. The discussion extends to public reception, with him inviting viewers to share their thoughts on the perceived trade-offs between future-ready tech and aesthetic integrity. Finally, he situates the debate within a broader tech history, likening AI overlays in games to failed formats (LaserDisc, Virtual Boy) and arguing that some innovations simply won’t resonate with players without more thoughtful design choices. If you’re curious about how AI in games might evolve, this stream offers a candid, opinionated take from a long-time observer of both gaming and tech hype."
Key Takeaways
- DLSS is praised as a useful technology for players who lack high-end hardware, but its current calibration for AI-upscaled game visuals is disappointing.
- The AI-generated faces often look older or have exaggerated wrinkles in contexts where the characters would be much younger, breaking immersion.
- The uncanny valley is triggered when AI realism clashes with the game’s overall art direction or stylistic choices.
- Nvidia’s overlay-style AI in games risks overriding the intended art direction, making visuals feel like generic AI renders rather than part of the game world.
- The discussion raises a broader caution: technological progress should be balanced with thoughtful design; simply adding AI features can backfire if it erodes artistic intent.
- Some games (e.g., FIFA) show mixed results, but generally the best outcomes come from well-integrated, calibrated AI rather than broad, indiscriminate upscaling.
- Developers may take the easy route by relying on AI scaling, which could impact long-term optimization and artistic cohesion.
Who Is This For?
Essential viewing for PC gamers and game developers curious about the practical limits of AI upscaling in modern titles and how to balance new tech with art direction. It’s a thoughtful critique for players who want to understand when AI helps and when it hurts immersion.
Notable Quotes
"Damn, I’m so I made her Asian. What, the Okay, there’s Leon. All right. It’s not bad."
—Early examples of AI-generated visuals and the odd, unsettling placements he notices.
"It’s too predictive and it’s too aggressive with filling in the gaps that aren’t there."
—Core criticism of how AI tries to complete missing data in character faces.
"DLSS is a great type of technology, but right now it’s not calibrated in a way that improves the experience."
—Praise for DLSS with a warning about current AI-upscale calibration.
"This is the one that I think is problematic. The lighting, the face, the framing, etc."
—Specific example identifying what makes certain AI outputs feel off.
"I think this is smart—art direction matters, and AI can override it if misapplied."
—Assertion that artistic intent should guide technology use.
Questions This Video Answers
- How does DLSS calibration affect in-game visuals and immersion?
- Why does AI upscaling create an uncanny valley in modern games?
- Can game developers balance AI overlays with preserving art direction on current engines?
- What are the pros and cons of Nvidia’s AI overlays in games for 2024–2025?
- Is FIFA’s visual output better or worse than other AI-generated game footage?
NVIDIA DLSSAI upscalingUncanny valleyGame art directionHogwarts LegacyStarfieldFIFA gameplay visualsUnreal Engine 5Gaming technology critiqueDLSS calibration
Full Transcript
Damn, I'm so I made her Asian. What the Okay, there's Leon. All right. It's not bad. Hogwarts. Damn. It's like a reverse Instagram filter. No, bro. No. No, bro. Like, uh, no. Person's 15. Yeah. Starfield. That's not really that bad. It's just like I think it's just it's too predictive. That's really the problem is it's it's too predictive and it's too aggressive with filling in the gaps that aren't there. Like it it's just like I bet probably with something like this it would probably be good. And the reason why I would say that is because it's even dude actually I say that look at the ball.
We'll get the ball. Uh-huh. Yeah. I mean, I'm just not like I think that they overshot with this. I think that's the reality. they they overshot and the way that it creates like for example like with this um it makes the characters older and it puts features on them that they don't actually have. Like usually you have those cheekbones and knees here and that like this is usually something that manifests in like your 20s or 30s generally, right? And especially like even this this wrinkle here on a person's face like this is usually the indicator of a person who's like maybe 25 to like 40, right?
Uh 36 plus. Yeah, it's definitely like I mean and it depends on who it is, right? 30 plus. Yeah, maybe. Right. And so if you have that happen, this is a person who's in high school. So the way that it it does predictive like the way it does predictive like filling in, I think it's just very bad. I mean, that's really it. And it's the same thing with this woman here, right? Is that like her face there is not that wrinkly. It's not. But it fills it in in a way that is too extreme. I think that's it.
And I think this is like I I'm I'm a I'm a supporter of DLSS. I think DLSS is a great type of technology, but I think that right now it's not calibrated in a way that improves the experience. I think they can do a much better job than this. Right now, it just looks like basically you turned everything into an AI generation. I think that the best versions of this probably were like FIFA. But even the issue with FIFA, here's the problem, is that you have an uncanny valley that's created because of the rest of the game being more basically video gamey, but then the man's face is like just totally uh photorealistic.
And so that discrepancy, I think, creates a uncanny valley. More examples. Yeah, that's that's the way that I see it. I don't know what what what do y'all think about this? Right. And so it's out of place. More examples. Yeah. Let let me get to it. All right. So, this one has some more examples. I can't believe Nvidia looked at this AI on top of games filter and said to themselves, "This is the future of gaming." Well, AI having an overlay on games. I I'm going to be real, guys. Like, I know everybody is like, you know, people like to uh, you know, circle jerk about this.
It is the future. I think I think it is. But just because it's the future doesn't mean every step forward doesn't need two steps back. Sometimes you go in a direction like this is a good example. Um we had VHS tapes, right? And then we also had remember the laser disc? Well, that one didn't work. This is a laser disc. This is a Virtual Boy. This is a um Uh this is a zoom. Uh this is a I think I Yeah, I feel like I've got enough right. Like I mean it's what I'm saying is that it's an offshoot.
It's a technological innovation that I don't think is going to resonate with the public. It's a mini CD. Yeah, it's a mini CD. So, we got this, too. Uh, I mean, it doesn't look awful, right? I mean, I think that, yeah, I mean, it looks too sharp. The one that I felt was problematic was The next one, this one, like there's something wrong about this one. And I think that that that's this is the one that I think is problematic. The other ones are like ah, you know, who knows? But this one is definitely like it's the lighting, the face.
I I think it's like the framing, etc. Like this one, h I don't know. Maybe I'm just used to looking at shitty video games, right? And so I see something like this and it doesn't like immediately you know, make is is there if AI is generating the visuals, does the original art direction even matter anymore? And I think this is this is a great great question that he's bringing up. I think this is smart. Like the art direction of certain video games is in order to be in a certain case like uh what's the word for it?
like it it's sometimes having things that aren't between the lines makes the lines that do exist more meaningful. And I think that like you see this with some pixel art that's scaled up that when a pixel art is scaled up, it actually loses some of its original grit and it's kind of uh you know like it's the the appeal and allure of it because it fills in gaps that weren't really meant to be filled in. And I think that's that's the best way to look at it, right? Like Borderlands, I don't know about Borderlands, right?
I'm just saying in general. But um in general, like art direction does matter a lot with media. And I think that the real problem like DLSS, I think, is a great piece of software for people that don't have good technology. And I think overall it will be useful for most people. Like most people will be able to use DLSS and be like, "Oh, this is good." But I think this is definitely them overshooting. It's absolutely them overshooting and I find it to be problematic. Let me go back. Okay, so this is with Hogwarts Legacy and I'll see if there's any more of these to look at.
More examples. Yeah, sure. I can look at some more examples. Uh I haven't seen this one. This one's new. A generic filter over games. Yeah. Yeah, I'm starting to really see that. I think that Yeah, the problem is that it overrides art direction. I think that's probably the best way to say it. Yeah. What do you guys think about that? We'll watch it one more time on that tweet. Look at the background cars at 7 seconds. Okay, let me see that. Background cars at 7 seconds. Uh, where the hell they go? The is it? Um, background cars at 7 seconds.
Okay, let me watch it. Nope. Nope. Yeah. Nope. Nope. Oh. Oh, that's a nope. Got them six-wheeler station wagon. There it is. A few frames back. Okay. Why the hell they hit that car? Yeah. It's just like ah man. Like this isn't the Nvidia one. I don't know if it is or not. I mean, like in general, like I just feel like right now, like, let me see. Oh, this is one they didn't show. I guess I'll just play the other two videos, right? I mean, we might as well if they've got any other clips of it.
I don't care about FIFA. I don't even want to look at FIFA, but let's look at these. That's a crazy difference. It actually changes his expression substantially. Like this is this is not good. It's just it's just not good. What happened to grapes? That's I think decent, right? I mean, like it's not great, but it's it's it's better than the other ones. Like that's like think about like this, right? Y'all say no. Like this is terrible. This is just different and kind of like a little bit uncanny. But like that's totally different. Like you could say this is like I'd say like on a scale this is like an eight or a nine out of 10 where the other one was only like a a two or a three.
The huge problem is that developers will be even lazier and depend on this shitty AI scaling. Well, this is what's happened with um what do you call it? Uh this is what's happened with a lot of things, right? It's what's happened with uh Unreal 5. Like you see that with that 1348 game is that a lot of video games rely on Unreal 5 to effectively do everything for them. And the optim like optimization of a good video game like you look at like a very very well optimized video game. Kingdom Come Deliverance 2 phenomenally optimized amazingly done and it's looking like um Crimson Desert is going to be the same thing.
So those games I think have a level of optimization that is a like that used to be part of the quality of a game was how well the game ran. And for some reason, we just kind of assume that now you just have to buy a more and more expensive PC. Like for me, Monster Hunter Wilds ran just fine, but for a lot of people, it didn't. And I'm glad that at least players are holding the developer accountable for uh that by giving it bad reviews.
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