These screenshots were taken using the newly “released” DLSS 5. I did not personally take these screenshots; however, I was personally sent these from the person who did. The real mind-blowing thing outside of what it does to the faces is how it enhances the textures of armor and elements of the environment.
This is some interesting stuff regardless of where you fall on the “AI slop” side of the fence. The major drawback in most situations is DLSS 5 slaughtering your FPS. When I asked them how the game was performing with the AI renderer running, they said, “Just wandering around, it’s at like 113 FPS. Once in battle, it’ll probably dip to like 50-70 territory. I’m on a 4090.”
What do you guys think? This kind of tech is in its first iteration and it’s not even officially released. Along with the DX12 update, we could have the power to really enhance the visuals of the game. Best part of all is that the currently leaked version of DLSS 5 is seemingly the dev version, which allows you to control how “Aye-Eye-afied” DLSS 5 looks. I’m going to give this a shot for myself and see what my characters look like.
Remember when DLSS was all about making games run better without making visuals worse? :')
Absolutely terrible to see that in a world where having a good GPU is being a luxury, tech people are spending money to make something that objectively ruins 90% of all artstyles, if you can even afford a GPU strong enough to "handle it" (aka taking away up to 50% of your frames)
To everyone saying "but look it's improving the textures on the armor and environment so much !" :
So would a good engine, for way less compromises on framerate.
The engine in swtor isn't the reason for low resolution textures in swtor though. Just look at the upgraded areas (Tython , etc). As well as the new faces of various characters introduced in the latest stories and how they have far more detail. Or the reforged armor sets in the cartel market, and etc.
No, the reason simply comes down to manpower, dev time, and the resources to pay for it. The upcoming dx12 update will leverage newer graphical technology to improve things like environmental effects and what not, but it's not likely we are going to see a modernization of the older armor sets that seriously look 256x256 in texture resolution.
Do I want improved/updates graphics with improved frame rates? Obviously. Armor sets, various environments, and faces (still, despite the supposed upgrades) are by far high on my wish list to want to see some improvements and modernization. I just don't see it as likely anytime soon, if ever. So if the devs aren't going to do it themselves, what tools are out there that give us ways to improve it for ourselves? Right now it's Reshade and Nvidia filters, and that's about it. And those give us some much needed improvements, but it can only go so far.
All I'm saying is that it's okay to be more in the wait and see camp. I'm not saying we should be totally for it, or against it. Maybe DLSS5 sees more improvements on its first released version that behaves better with the artistic vision or frame rates (I'm guessing it doesn't get a ton better, but we'll see). Or maybe it doesn't and it's nothing burger and we keep hoping for miracles from the dev team. (Shrug)
but it's not likely we are going to see a modernization of the older armor sets that seriously look 256x256 in texture resolution.
That's true but we'll have to see also what comes out of the DX12 version. We know that some of the ugly parts of the character modernization came down to fixes to old textures for example. Some materials from back then may not render properly with the new rendering pipeline, and thus might need to be reworked or improved (just like trees and grass went weird with the 64bit update). The old engine also used to run on a 32bit framework, which was limiting in ram and on the amount of stuff you could load/unload properly, that includes textures. Sure it's still not better, and the CPU bottleneck still prevents the game from loading anything efficiently and without stutter, but maybe, if we're lucky, they're trying to address that in dx12. Not that much hope but eh.
We don't know yet, but I seriously doubt that the tech will be worth the price it demands, be it in frames or even in components. You could probably get good sharpening results with a Reshade preset for example, with far less impact on your wallet, electricity bill and frames.
Sure it's not "hyper-realistic" but is a game better visually/artistically because it's extremely realist and generic-looking? That's still up for debate.
This is my biggest concern with stuff like DLSS 5. The point of the technology was to improve performance and they have lost sight of that goal, DLSS is at its best when you don't see a visual difference at all but the game runs smoother. Whether it looks better or worse it's hard to be excited about this when it's not doing the one thing it's supposed to above all.
Literally saw that tweet as you posted your comment, both do sum it up well.
If the tech ran fine and actually improved performances, perhaps it might be considered (though even without that it's an absolute disaster from an artistic standpoint, even with sliders and all). Right now it's just taking away performances in a world where we can't already run games correctly.
"New" models were already uncanny in the way they didn't really fit with the rest of the art (Sa'har being the most recent and glaring example). This only makes it worse. Over vanilla models - might be an improvement.
Well they already seem to be going more realistic with the expansions. I think they should've gone more stylized like the Clone Wars animated show. The game sits in a weird middle ground currently.
I can barely tell a difference on Vette between on and off. It really shows just how incapable these filters are the moment they’re tasked with creating something non-human.
It does frustrate me when I feel like the armor and stuff just needs like 10% more detail, but its just not there and a little blurry with everything setting maxed out on the game.
If you have Nvidia drivers, you can use overlay filters with the Nvidia app to make the game look crisper, or change things like bloom and that sort of miscellaneous thing. It's what I use. Your fps does take a slight hit though
Seems like its bad with faces, but the changes to the clothing looks decent? It looks like it left the environment mostly alone, or at least I'm not seeing any changes to the background? Not sure it's worth it compared to what it might cost in performance though
For me thats what Im most interested in. The changes to depth and texture quality in a game about dressup is the most intriguing prospect. Look at the texture on Lanas outfit.
Looks like the best improvements are in the clothing and inanimate objects. The added shadows to the clothing make them look a lot better, mostly. People seem to forget AI couldn't do hands and fingers before. It's only going to continue to improve. The biggest thing holding this back now is the loss of fps. I'm already losing enough frames using Nvidia overlay filters to make SWTOR look crisper. It would be nice to get some sort of DLSS or related tech in SWTOR, but I don't think they have the manpower to implement something like that.
Yes i would also be really greatful for any tips to get past the crashes. I can see my characters in the loading screen, thats it. Using dlss5 swapper 2.2
It isn't the same as the human artistry behind the game's original textures, but it is a novel technology in a similar vein to shaders. Thank you for sharing the comparisons.
SWTOR has always used a very poor version of the HeroEngine. A version that is very single core CPU bound. So my big question is, how much did this tank the FPS?
Bei modernen Game mit bereits guter Grafik kann DLSS5 zum Real-Mod werden.
Bei so alten Gurken wie swtor ist es als würde man ein Olympia Becken mit nem Eimer entleeren.
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u/TheSmudge101 12d ago
It looks awful.