Skip to main content
GameDev.net gamedev.net

PRO Tired of ads? Read GameDev.net ad-free and help keep the community independent with GameDev Pro — $3/month.

Ars Technica
Ars Technica
· 6 months, 2 weeks ago • Kyle Orland

Gamers react with overwhelming disgust to DLSS 5's generative AI glow-ups

Briefing

Nvidia's DLSS 5, set to launch in Autumn, introduces a real-time neural rendering model that merges generative AI with traditional rendering techniques. This innovation aims to enhance photorealism in games, but the initial reception has been overwhelmingly negative, with concerns about the blandness and lack of artistic control in the generated visuals.

For developers, particularly graphics programmers and artists, this represents a pivotal shift in how visuals are created and perceived. The technology leverages a game's internal data to maintain consistency in lighting and materials, but the backlash suggests a need for careful consideration of how these tools affect creative expression and the overall gaming experience.

“A dramatic leap in visual realism while preserving the control artists need.”

— Jensen Huang · Describing DLSS 5's capabilities.
Original source
Read on Ars Technica
At a glance
what
Nvidia announced DLSS 5, using generative AI for lighting and texture enhancements.
who
Nvidia, led by CEO Jensen Huang.
when
Planned launch in Autumn 2023.
impact
Potentially limits artistic control for graphics programmers and artists.
Signal Concerning

Gamers express strong disapproval of the new AI-driven visuals.

Discuss

Follow AI updates

See relevant stories in your personalized news feed.

Sign in to follow

Continue on GameDev.net

Useful next steps related to this story.

Game development news without the noise

One useful weekly briefing. No daily flood.

Sending your confirmation email…

Discussion

Loading comments...

Recommended resources

Graphics Programming Resources

See full guide
Real-Time Rendering, Fourth Edition cover
Editor pick Community pick

Real-Time Rendering, Fourth Edition

Amazon · Book

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.

Programming with wgpu in Rust cover
Editor pick

Programming with wgpu in Rust

Amazon · Book

Unlock the full power of modern graphics programming with wgpu and Rust. This comprehensive guide takes you from foundational GPU concepts to advanced real-time rendering and compute techniques—equipping you to build fast, safe, and cross-platform graphics applications. Written for intermediate to advanced Rust developers, this book provides clear explanations, hands-on examples, and detailed insights into how GPUs process and render data. You’ll explore everything from the fundamentals of buffers, shaders, and pipelines to advanced topics like deferred rendering, shadow mapping, and GPU compute workloads.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.