Are the developers of *Twilight* fed up too? Will DLSS 5 really smooth away the game’s visual style?

·Author: Mi Li·newsDetail.views: 2,859 Comments

I opened the news on the subway and took a look.\nThis controversy is pretty eye-catching.\nIt wasn’t the players who started arguing first.\nIt was a group of developers who felt uncomfortable first.\n\n

\n\nThe report mentions that NVIDIA’s newly released DLSS 5 is being openly resisted by quite a few game developers. Kotaku even specifically gathered opinions from multiple industry professionals, both anonymous and named, and their attitudes were basically very consistent: they don’t like it.\n\nFrom the perspective of a casual player, I can actually understand it.\nFor many people, the first reaction when they see “clearer” and “more detailed” is that it must be a good thing.\nBut game visuals are not like turning on a beauty filter for smartphone photos.\nIt’s not the case that the brighter, sharper, and more realistic it looks, the better.\nSome works draw their charm precisely from a bit of grain, exaggerated shapes, and visuals that aren’t so “perfect.”\n\n
\n\nDoinksoft’s Cullen Dwyer put it quite bluntly: he worries that DLSS 5 will eventually be pushed as an industry standard, allowing only a small group of people who can benefit from the GPU advantage to profit. Indie developer Andy Santagata cares more about aesthetics; he believes this technology will weaken artistic individuality and make it harder and harder for players to see what developers originally wanted to express.\n\nFormer Monolith employee Carla Ortiz was also very critical. She believes that a team’s deliberately crafted art direction—even the narrative information conveyed through character appearance and body language—could be damaged by this kind of processing. David Szymanski, the developer of DUSK and Iron Lung, has also publicly expressed opposition, even using very strong words like “disgusting.”\n\n
\n\nThis reminds me of filters.\nA person originally has their own unique aura.\nBut once a uniform template is applied,\nat first glance they do look more “refined.”\nBut after a while, you can’t even tell who’s who anymore.\nAn anonymous AAA developer also mentioned a similar issue: characters might look more polished and environments more detailed, but the overall aesthetic would become inconsistent.\n\nOn top of that, this wave of controversy isn’t just a technical issue.\nIt is actually asking an old question:\nIs a game ultimately a product, or a work of art?\nIf “hyper-realism” eventually becomes the one universal answer, then many works that live on style—especially games with strong personalities like DUSK and Iron Lung—may be the first to suffer.\n\n
\n\nFor ordinary players, my advice is simple.\nDon’t just stare at “higher frame rates” and “more details.”\nIf you already like a particular game’s distinctive art style, then take a closer look at the actual before-and-after effect of toggling it on, and then decide whether to enable it. What feels good is what matters most, not the spec sheet.\n\nHowever, the fact that developers are now speaking out collectively also makes one thing clear.\nNo matter how powerful AI rendering becomes, it still can’t simply bypass the creator’s aesthetic judgment.\nTechnology is certainly useful.\nBut once every image is smoothed into the same face, playing games starts to feel like scrolling short videos: everything is high-definition, but nothing is memorable.\n\nAt the end of the article, there is also a poll asking whether “DLSS 5 erases artistic style.”\nIf it were you, would you accept the original art style being altered just for a more detailed image?

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