Hey there Legend! Just to bring to your notice that some links and ad banners on this page are affiliates which means that, if you choose to make a purchase, we may earn a small commission at no extra cost to you. We greatly appreciate your support!

‘They’re completely wrong’: Nvidia CEO Jensen Huang rejects DLSS 5 criticism, insists developers retain full artistic control

‘They’re completely wrong’: Nvidia CEO Jensen Huang rejects DLSS 5 criticism, insists developers retain full artistic control

March 18, 2026 Off By Ibraheem Adeola

Nvidia CEO Jensen Huang has publicly dismissed widespread criticism of DLSS 5, the company’s new AI-driven graphics technology, claiming critics are “completely wrong” and stating developers will have “full, detailed artistic control” over all visual changes introduced by the system.

Nvidia officially announced DLSS 5, the latest version of its Deep Learning Super Sampling technology, on 17 March 2026. Unlike previous versions which improved game resolution or frame rates, DLSS 5 uses generative AI to add what Nvidia calls “photoreal lighting and materials” directly to the geometry stage of the game’s rendering process. According to the official announcement, DLSS 5 will launch in autumn 2026 with support for titles such as Resident Evil Requiem, Starfield, and Assassin’s Creed Shadows.

Resident Evil Requiem fans debate Leon S. Kennedy's mysterious wedding ring
Image credit: Capcom

The reveal has drawn strong pushback from both the gaming community and industry professionals, many of whom argue the AI-driven effects alter the original art direction of supported games. In high-profile social media commentary, Steve Karolewics, a rendering engineer at Respawn, wrote: “DLSS 5 looks like an overbearing contrast, sharpness, and airbrush filter. Remarkably different frames with the rationale of photo-real lighting? Nah, I think I’ll stick with the original artistic intent.”

Jensen Huang addressed the backlash at a press Q&A with Tom’s Hardware, stating unequivocally: “Well, first of all, they’re completely wrong. The reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of geometry and textures and everything about the game with generative AI.” He continued, “Developers can fine-tune the generative AI to make it match their game’s visual style, but it doesn’t change the artistic control.”

Huang emphasised a technical distinction between DLSS 5 and traditional post-processing effects, stating: “It’s not post-processing, it’s not post-processing at the frame level, it’s generative control at the geometry level. All of that is in the control – direct control – of the game developer. This is very different than generative AI; it’s content-control generative AI. That’s why we call it neural rendering.”

Nvidia has reinforced this message in public statements. In response to player concerns on its official YouTube announcement video, Nvidia wrote: “Important to note with this technology advance – game developers have full, detailed artistic control over DLSS 5’s effects to ensure they maintain their game’s unique aesthetic. The SDK includes things like intensity, color grading and masking off places where the effect shouldn’t be applied. It’s not a filter, DLSS 5 inputs the game’s color and motion vectors for each frame into the model, anchoring the output in the source 3D content.”

DLSS 5’s core function is described by Nvidia as “neural rendering”, a step beyond the traditional upscaling methods of earlier DLSS versions (such as resolution or frame rate boosting). By integrating directly with game geometry and textures, the system uses AI to simulate advanced lighting, reflections, and material properties, but, according to the company, allows for granular developer control at every key stage.

Assassin’s Creed Shadows Confirmed for Nintendo Switch 2
Image credit: Ubisoft

This approach has proven divisive. While Nvidia stresses the flexibility and developer-centric controls, aimed to address criticisms of generic AI art generation, engineers and artists remain wary of losing the distinct visual identities so carefully cultivated in major game franchises.

The roll-out of DLSS 5 represents a new direction in real-time graphics, bringing Nvidia’s AI research directly into artistic workflows, a move that, according to Huang and official statements, will ultimately be shaped and controlled at the discretion of each individual game development studio.