Jensen Huang
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Appearances Over Time
Podcast Appearances
to the geometry maintained so in every single frame.
It's conditioned by the textures, the artistry of the artist.
And so every single frame, it enhances, but it doesn't change anything.
Now the question is, the question about enhancing, DLSS 5 also lets, because the system is open, you could train your own models to determine, and you could even in the future prompt it,
You know, I want it to be a tune shader.
I want it to look like this kind of, you know, so you can give it even an example and it would generate in the style of that all consistent with the artistry, you know, the style, the intent of the artist.
And so all of that is done for the artist so that they can create something that is more beautiful, but still in the style that they want.
I think that they got the impression that the games are going to come out the way the games are, ship the way they do, and then we're going to post-process it.
That's not what DLSS is intended to do.
DLSS is integrated with the artist.
And so it's about giving the artist the tool of AI, the tool of generative AI.
They could decide not to use it, you know.
Yeah, that's right.
It's wonderful.
That's right.
It's yet another tool.
And they want the generative models to generate the opposite of photoreal.
Yeah, it'll do that too.
And so it's just yet another tool.
I think the gamers might also appreciate that in the last couple of years, we introduced skin shaders.