| Otter said: I don't think we should get too caught on the semantics. We can look at it more holistically at what is happening, and what people are finding issue with. |
I don't think asking about whose intent is the authoritative intent or if there even is one authoritative intent in collective enterprise is just semantics. It's a meaningful question that identifies a meaningful complexity. The point of considering artistic intent is that you are considering all that goes into a final product and the full inherited context thereof from the artist(s). Identifying who they are is important.
If the issue is instead one of artistic cohesion or consistency, then that is an entirely different argument, and I think one less supported than even the intent one. This game looks drastically different depending on which render settings you play in the current version: no-RT vs. RT vs. PT. I've experienced this first hand playing on a 5090 vs. SW2, right after each-other.

And you can even see how the real in-game model differs from concept art, in each of those rendering contexts.
She is drawn with quite more angular/contoured features here than in the final game model, where her features are more rounded and "younger", as an example of one difference.
The following image is not fundamentally any more distinctive than what we've seen above.

Whose artistic intent matters here? The concept artist's? The 3D modelers'? The producers'? In reality, this is a product of collective force, the mixed labor of many people, and you're always going to get some inconsistencies unless the team is running a very tight, and rigid ship where all decisions are centralized.
I also don't agree that DLSS 5 is doing the same thing in every image, and think that is something people are saying without any real evidence. It wouldn't make sense from a technology perspective where deep neural networks are very sensitive to inputs.







