Nvidia reacts to criticism of DLSS 5 from players and press

Nvidia introduced DLSS 5 at GTC 2026 as its biggest graphics advancement since ray tracing. In a matter of hourstechnology became the biggest meme generator of the year and turned the entire gaming community against it. After the criticism, the CEO of Nvidia has come to justify the company’s decisions. Spoiler: the situation has not improved. Almost unanimous rejection. Nvidia presented DLSS 5 at GTC 2026 as an evolution that goes beyond upscaling traditional. The system analyzes the color and motion vectors of each frame and applies an AI model to generate photorealistic lighting and materials anchored to the game’s original 3D data. However, a good part of the community and professionals industry called DLSS 5 “AI slop.” The examples used by Nvidia as a demonstration have been the spearhead of these problems: Grace Ashcroft from ‘Resident Evil Requiem’ with more pronounced cheekbones, fuller lips and uniform skin, or characters from ‘Starfield’ who gain facial resolution but at the cost of aesthetic coherence… A fundamental error that came from assuming that “more photorealistic” is equivalent to “better”, when decades of video game design point in a direction that is, at the very least, complementary. Nvidia’s response. Jensen Huang responded to the controversy during a question session in GTC 2026 itself, in what was the CEO’s first public reaction to the general unrest. His words left no room for ambiguity: “Well, first of all, people are completely wrong.” Their technical argument was that, according to Huang, DLSS 5 combines developer-created geometry and textures with generative AI, leaving control in the hands of art teams. Developers can adjust the model to fit the intended art direction, rather than handing that process over entirely to AI. The manager insisted that It’s not about post-processing at the frame level.but rather generative control at the geometry level, what Nvidia calls “content-controlled generative AI”, adding generative capacity over the game’s existing geometry without altering artistic control. Huang added that studios can also explore stylized or non-photorealistic results depending on the type of game they want to build, and that players who don’t want to activate DLSS 5 they can just ignore it and continue with current scaling techniques. Bethesda supported that position. The study clarified that what was shown was a very preliminary version. Calculation errors. There were those who pointed out that the presentation of DLSS 5 in the middle of a keynote mostly dedicated to the cloud and enterprise AI, before an audience already extremely polarized with AI, turns Huang’s statements into ammunition that will be repeated until Nvidia manages to convincingly explain what DLSS 5 is and why gamers and developers need it. Comparisons have been read to Apple’s “Antennagate” (when the company’s response to criticism was perceived as arrogance): being right and communicating it poorly is like not being right. What’s behind. PC Gamer also points to a deeper debate: if it was previously possible to modify the graphical style of a game through adjustments or mods, hardware-assisted generative AI represents a shortcut controlled by large technology companies that could radically transform how artistic authorship is perceived in video games. It remains to be resolved whether when games arrive that have integrated DLSS 5 from the beginning and with a defined artistic direction they will change that perception. There it will be detected, without a doubt, who in this entire battle was really wrong. In Xataka | NVIDIA is going to spend $4 billion on photonics companies. He is preparing for what is coming

This is DLSS 5 and its commitment to neural rendering

If you play on PC, it is very likely that you have already come across three letters that are increasingly repeated in the graphic settings of games: DLSS. In recent years, this NVIDIA technology has become one of the pieces that best explains why GeForce cards can offer more performance or more resolution without requiring the same effort from the hardware. Now the company has decided to go one step further. Within the framework of GTC 2026, it has presented DLSS 5, a new evolution of its technology that, as explainednot only seeks to improve performance or image rescaling, but also transform how the final image is generated on screen using what it describes as a real-time neural rendering model. The advertisement. DLSS 5 goes one step further than what we have seen so far in this family of technologies. The company describes this new version as a neural rendering model that adds photorealistic lighting and materials to the scene. To achieve this, the system analyzes the data generated by the game itself in each frame, such as color and motion vectors, and applies a trained artificial intelligence model to understand the semantics of the scene. This training allows the system to interpret complex elements, from the behavior of light on hair or fabrics to effects such as light scattering on the skin, while maintaining the original structure of the game’s 3D world. A change of focus in DLSS. Until now the conversation around this technology has almost always focused on performance. The usual thing was to activate it to gain frames per second or to be able to play at higher resolutions without demanding so much from the GPU. With the announcement of DLSS 5, NVIDIA introduces a different nuance. The company explains that its new neural rendering model is not limited to reconstructing the image generated by the game, but can modify its visual appearance by incorporating more complex lighting and materials, with the intention of bringing real-time graphics closer to a level of fidelity that was traditionally associated with cinema visual effects. The role of AI. The DLSS 5 proposal is based on an artificial intelligence model trained to interpret the semantics of the scene that appears on the screen. NVIDIA explains that the system takes as input the color and motion vectors of each frame and, from there, generates lighting and materials that remain stable between frames and are anchored to the game’s original 3D data. This training allows the model to recognize complex elements of the scene, from the interaction of light with hair or fabrics to effects such as light scattering on the skin. At the same time, the company points out that developers can adjust parameters such as intensity, color grading or the areas where these improvements are applied, and maintains that all of this can be executed in real time up to 4K. The big question. If you follow NVIDIA news closely, it is likely that this announcement has raised an immediate doubt in your mind. Let us remember that DLSS 4.5 was presented at this year’s CES. Now, shortly after, DLSS 5 appears. What we see here is not necessarily an immediate replacement, but rather a new commitment by NVIDIA to take its graphics technology to another field. Regarding the calendar, NVIDIA places the initial deployment of DLSS 5 in autumn 2026. The company assures that the technology will have the support of several large studios and publishers in the sector. Images | NVIDIA In Xataka | If the question is “how does Nintendo make money” the answer is not video games: it is a much more ambitious emporium

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