"This is a very early look, and our art teams will be further adjusting the lighting and final effect"

Uh huh…

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I read some more about it and it looks like developers have a lot of granular control. Not just % applied but options per object type. So they can max it out for faces, 50% for water, 25% for foliage, etc.

There are some legitimately awesome use cases for this especially if they let developers train their own models. I didn’t play Death Stranding but I know they’ve got detailed face scans of Norman Reedus…imagine if the Norman filter got applied to his character in-game.

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If it’s that controllable that’s pretty cool. I could see it being useful to do things that are normally expensive (like raytracing shadows on grass) but which don’t really matter if they’re altered a bit. Being able to exclude faces or important set pieces would be a big plus.

Not that it matters much for me, my next card will likely be AMD for Linux reasons.

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