NVIDIA CEO responds to DLSS 5 drama about AI slop | Jensen Huang and Lex Fridman

NVIDIA CEO responds to DLSS 5 drama about AI slop | Jensen Huang and Lex Fridman

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Segment 1 (00:00 - 04:00)

Uh, let me ask you about video games. So, I'm a big gaming fan. Yeah. — So, I have to say thank you to Nvidia for many years of incredible graphics. Um, by the way, it is GeForce is our still to this day. — Yeah. — Our number one marketing strategy, right? People learn about Nvidia while they're in their teenage years. — Mhm. And then they go to college and they know who Nvidia is and they and then in the beginning it's just you know playing Call of Duty you know Fortnite and then later they're using CUDA Nvidia and you know Blender and DO and auto. — I mean I should say I mentioned to a friend that I'm uh talking with you he said oh they make great gaming GPUs. — Yeah exactly. you know, there's more to it, but yeah. Yeah, people really love the it really brought a lot of joy to a lot of people. The the hardware really brings these worlds to life. — Uh there was some controversy around this uh with DLSS5. Yeah. — Can you explain to me the drama around this? Uh I guess people gamers online were concerned that it makes games look like AI slop. — Yeah. — Uh what do you think of this drama? Yeah, I think their perspective makes sense and I could see where they're coming from because I don't love AI slot myself. You know, all of the AI generated content increasingly um looks similar and they're all beautiful and I can so I can I'm empathetic towards what they're thinking. Um that's just not what DLSS 5 is trying to do. I showed several examples of it, but DLSS5 is 3D conditioned, 3D guided. It's ground truth structured data guided. And so, so the artist determine the geometry. We are completely truthful to the geometry maintain. So, in every single frame, um it's uh 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. DLSS5 also lets because it's 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. 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 um 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 shipped the way they do and then we're going to postprocess 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, — I think people are very sensitive to human faces. — Yeah. And we're now living in this moment which I think is a beautiful one which is people are sensitive to AI slop. — Yeah. — It puts a mirror to ourselves to help us realize that what we seek as imperfections, what we seek is sometimes not perfect graphics. It helps us understand what we find compelling in the worlds we create. — And that's beautiful. And as long as it's tools that help us create those worlds. — Yeah, that's right. — It's wonderful. — That's right. It's yet another tool. and they want the generative uh models to generate the opposite of photoreal. — Mhm. — Yeah. It'll do that too. And so it's just yet another tool. I think the um the gamers might also appreciate that um in the last couple years, we introduced uh skin shaders to the game developers and many of those games have skin shaders that include subs subsurface scattering that make skin look more skin-like. And so the industry's game developers are looking for more and more tools to express their art. And so this is just yet more one more tool. Well, they get this with you.

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