Tea Cozy
Explorer
If your belief is that the designers who worked on the left-hand image didn't wish they had the tools to create the right-side image with real-time rendering, my gut feeling is that you're mistaken.
Capcom and Bethesda seem to agree (at least officially) with you.
Todd Howard of Bethesda:
“NVIDIA and Bethesda have a long history of pushing gaming graphics and innovation forward, and DLSS 5 represents the next major step in that journey," said Todd Howard, studio head and executive producer at Bethesda Game Studios. "With DLSS 5, the artistic style and detail shine through without being held back by the traditional limits of real-time rendering. We’re excited to work with this new technology and look to bring DLSS 5 to Starfield and future Bethesda titles.”
Jun Takeuchi of Capcom:
“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.”
Source: NVIDIA DLSS 5 Delivers AI-Powered Breakthrough in Visual Fidelity for Games
I’m personally one of those who think the images on the left are too smooth (the Resident Evil one looks especially doll-like) and the images on the right introduce much-needed detail.
As for preserving the intended lighting mood or overall art direction, I think that’s where the developer side of DLSS comes in.
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