‘I Don’t Love AI Slop Myself’: Jensen Huang Is “Empathetic” Towards NVIDIA DLSS 5 Critics, But Still Says That is Not What The Tech is Doing

Francesco De Meo
A character from Resident Evil: Requiem stands in a city street with 'DLSS 5 On' displayed at the bottom.
NVIDIA CEO Jensen Huang understands where NVIDIA DLSS 5 critics are coming from, but reiterates that's not what the tech is doing to games

The controversy surrounding the reveal of NVIDIA DLSS 5 is showing no signs of cooling down. A good portion of the gaming community and plenty of developers have been vocally critical of what has been shown last week, and NVIDIA CEO Jensen Huang understands where the criticism is coming from, as he told Lex Fridman in a new interview that he doesn't love "AI Slop," which sounds ironic coming from one of the key individuals spearheading the AI revolution.

"I think their perspective makes sense and I can see where they're coming from, because I don't love AI slop myself," Huang said when asked about the massive backlash after the new version of the upscaler was announced last week. "You know, all of the AI generated content increasingly looks similar and they're all beautiful. So, I'm empathetic towards what [critics] are thinking."

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While agreeing to some extent to the aversion pretty much everyone has towards AI slop, Jensen Huang has reiterated again how turning games into AI slop that not only look very similar but that takes away any artistic individuality is not what NVIDIA DLSS 5 does. "I showed several examples of it, but DLSS 5 is 3D conditioned, 3D guided. It’s ground truth structure data guided. And so the artist determined the geometry, we are completely truthful to the geometry in every single frame," he said.

With NVIDIA DLSS 5 closer to a toon shader that generates visuals based on the original art style and thus respectful of the artist's intention, Jensen Huang stressed that the new version of the tech will be just another tool for developers to use.

While it is true game developers won't be forced to use it in any way, we have seen how NVIDIA DLSS Super Resolution and Frame Generation, and other similar tech from AMD and Intel, have essentially become a requirement for games. A requirement that, in some cases, is used to compensate for technical shortcomings, which is one of the reasons why many are against it in the first place.

The discussion surrounding NVIDIA DLSS 5 was essentially dominated by the now infamous Resident Evil Requiem comparison, which showed how protagonist Grace Ashcroft changed with the upcoming tech. This, and showing the tech in a way too early state, was one of the biggest mistakes NVIDIA made when making its announcement, according to our own Alessio Palumbo, who also had the chance to talk with multiple developers, such as Denis Dyack, and get their perspective about one of the most controversial new tech in gaming in a long time.

Francesco De Meo Photo

About the author: Francesco De Meo has been covering video games and technology since 2012, starting his career at small outlets like Gamersyndrome and GeekSnack. After joining Wccftech gaming section in 2015, he quickly expanded his video gaming coverage with in-depth reporting, interviews with iconic industry figures such as Grasshopper Manufacture founder and No More Heroes creator Goichi "Suda51" Suda, Resident Evil series creator Shinji Mikami, Team NINJA's president and Nioh series director Fumihiko Yasuda, and Silent Hill creator Keiichiro Toyama, reviews and on-the-ground coverage of major industry events such as Gamescom and E3. When he's not reporting or reviewing, Francesco can be found playing the genres he loves most, spending time with his six cats, reading, writing music, playing guitar and drumming for his progressive rock band.

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