How is this not killing the artistic integrity of video games?
It effectively says "Nvidia says lighting and materials should be like this, so that's how everything's going to be". Why would anyone want to be in a creative, artistic role in making a video game if any decisions they make are just going to be ignored in favour of how DLSS 5 wants it to look? There isn't a "correct" way of doing lighting or of doing materials, even games going for photorealistic looks can approach these in very different ways.
I'm not going to say someone is wrong for thinking that Yas Marina screenshot looks good - I don't, I think it makes it look wet, but others can have their own opinions. But the problem is that everything will converge on that one look, nothing will have any unique creativity to it, because DLSS 5 has been trained to go for specific outputs that it will move everything towards.
DLSS 5 does not replace the studio’s creative decisions.
It builds on the rendering that artists have already done (geometry, textures, basic lighting). It was on NBA 2k and it looks amazing.
And that’s precisely why, ever since the leaks—and thus ever since the general public has been using it—sometimes it looks good (Assetto Corsa),and sometimes it’s an absolute disaster.
It’s possible to tweak all the settings, but players don’t have the expertise to do so.
And yes there’s a risk of homogenization, especially if many games use it the same way without adjusting the settings.
But this isn’t automatic: a studio can choose to use it very sparingly, only on certain materials, or not at all.
And once again, this isn't mandatory; you can disable DLSS, particularly in Resident Evil 9, which is kind of strange.
In conclusion, I think this off-topic discussion is going to blow up in our faces. (i hope not)