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It seems like the reponses are overwhelmingly focusing on the Grace facial features in street scene.
When DLSS 5 is equally being used in the other ¨portrait¨ images released, as well as background elements of street scene.
I´m not sure where these are normally linked from, but you can just edit the html to see screenshots 1-3:
https://www.nvidia.com/en-us/geforce/news/dlss5-breakthrough-in-visual-fidelity-for-games/nvidia-dlss-5-resident-evil-requiem-geforce-rtx-comparison-screenshot-003/

The portrait images show that DLSS 5 itself is not tied to the facial changes seen in the street scene, which don´t show up in the portraits.
You just see much more detailed lighting, which brings out details already present in the underlying model and source content.
I think the background elements of street scene also are worth addressing, e.g. of girders against light grey sky, or even qualities of leather jacket.
The comparison is harder because the DLSS 5 version has brighter over all illumination, obviously a choice of Capcom not fundamental to DLSS5.
But my eye gaze can dance around the scene and every area seems appropriate, whereas without DLSS 5 many areas feel greyed out.
(although the real effect when the world is in motion is not readily apparent in still screen shots, like many other graphics technicalities)

I would be interested how the technique could be applied to render scenes not going for such realism in the first place...
Because Capcom´s source content clearly already had super high level of detail, i.e. they were aiming for realism style.
(and of course their choice in human models, who in fact have the prominent facial bones people focus on when lighting improves)
(but with a different human model and different facial bone structure obviously the visual outcome would be very different)
What DLSS 5 is achieving doesn´t seem out of bounds for ´CGI cinematics´ even if in-game treatments had worse lighting etc...
But even ¨cartoonish¨ styles could plausibly benefit from richer suppleness of lighting variation. 

Overall I think the negative reactions do point to ´photorealism´ not being seen as universal positive anymore.
And this isn´t specific to DLSS 5, but the modern 3d gaming industry has just blindly pursued that goal for 25-30 years.
But as we are more closely approaching that goal, the outcome is people don´t really care, it can be a negative just as much as a positive.
The universal desirability of that goal was really just assumed by so many companies, and frankly many consumers bought into it as well.
I think even putting aside the specific anti-AI stances, people aren´t as prone to accepting this goal as universal good, but ask ¨what else?¨.

Last edited by mutantsushi - 16 hours ago