Georgian Avasilcutei, a 3D artist whose credits include Remember Me, Dishonored 2, Life Is Strange and Hogwarts Legacy, publicly voiced support for NVIDIA’s DLSS 5 in a post on the social network X. His commentary came amid a wave of reactions and debate that followed the technology’s announcement.
Avasilcutei rejected the notion that DLSS 5 is merely a simple generative filter slapped over final images. He explained that the system does not invent detail from a single image alone but draws on information contained in the scene being rendered on screen. In his view, many of the most vocal critics lack the technical understanding required to judge the approach fairly.
He framed much of the online backlash through the lens of the Dunning–Kruger effect, arguing that those with the least expertise were the most confident in their negative opinions. According to Avasilcutei, this overconfidence has amplified a wave of uninformed commentary rather than constructive technical discussion.
From the perspective of working artists, Avasilcutei said DLSS 5 should be seen as a useful tool. He argued the technology can help produce more realistic renders of 3D models, speeding up workflows and enabling higher-fidelity characters and environments — a role similar to how ray tracing matured and was adopted to improve visual quality in games.
The announcement of DLSS 5 had already provoked criticism from some developers and players, who claimed the filter could erode a game’s artistic style and reduce distinct visuals to what critics described as “AI sludge.” In response to those concerns, NVIDIA subsequently said studios would be able to adjust the intensity of DLSS 5, giving creators control over how much the technology influences final imagery.
That studio-level control has already been demonstrated in practice: one major developer chose a different appearance for a character using DLSS 5 as part of its implementation. Such examples underline that artistic direction and technical tools will interact, and that developers retain the final say on visual presentation.
Avasilcutei’s stance is a reminder that new rendering technologies often provoke strong reactions before they are fully understood and integrated into production pipelines. Whether DLSS 5 becomes a broadly embraced aid for artists will depend on how developers implement it, how configurable it proves to be in real projects, and how the community balances technical capability with artistic intent.