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I think the artistic intent argument falls flat when the actual creators of the games are interested in using the technology and take part in its implementation. They're going to use the technology to effectuate their intent to the best of their abilities. 

https://nvidianews.nvidia.com/news/nvidia-dlss-5-delivers-ai-powered-breakthrough-in-visual-fidelity-for-games

“At CAPCOM, we strive to create experiences that feel cinematic, compelling and deeply believable — where every shadow, texture and ray of light is crafted with intention to enhance atmosphere and emotional impact,” said Jun Takeuchi, executive producer and executive corporate officer at CAPCOM. “DLSS 5 represents another important step in pushing visual fidelity forward, helping players become even more immersed in the world of Resident Evil.”

As for the specific technology behind this, it's almost certainly trained on game data that Nvidia gets from their developer partners. I wouldn't even be surprised if there is some on-line (post)-training going on, like they do with Neural-Radiance Caches for Path Tracing. You need motion vectors and cooperative vectors, and publicly accessible video data doesn't provide those. Hence Nvidia says, 

Video AI models have rapidly learned to generate photoreal pixels, but they run offline, are difficult to precisely control and often lack predictability, with every new prompt generating bespoke content. For games, pixels must be deterministic, delivered in real time and tightly grounded in the game developer’s 3D world and artistic intent.