The DLSS 5 controversy explained: why does it feel so wrong?

The DLSS 5 controversy explained: why does it feel so wrong?

I’ve tried to give DLSS 5 the benefit of the doubt, because on paper, it offers better performance, cleaner images, improved immersion at little cost (aside from needing NVIDIA’s most expensive GPUs), and that’s been the pitch for every version of DLSS so far, and broadly, it’s always worked to benefit gamers and developers.

But the more I’ve looked at the early DLSS 5 demos from GTC and how it’s currently being presented, the harder it is to ignore a more basic problem: it’s enhancing, yes, but it can also start to reinterpret the ‘human’ art. The changes feel disconnected from the tone of the scene, the character, and even the narrative context. In environments, DLSS 5’s use feels right, such as better lighting, more texture, improved depth and realism, but with characters, it feels wrong. Even major developers have been shocked by NVIDIA’s announcement.

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