People against this just for being AI seems pretty silly/illogical considering we all play games powered by crazy powerful tech now. The games you play are literally enhanced in like 1,000 ways by the tech and tools used. What a strange place to draw a line in the sand.
IMO, the real conversation shouldn't be do you like it 'yes' or 'no', it should be about what version of this future gives artists more control. Rather than pushing back on what it currently is, more attention should be given to how this tech will evolve and how it can better serve the artist's original vision.
A lot of the current criticism focuses on things like the 'modeling shoot overly make-upped' version of Grace or that glossy, 'hero lighting' Instagram look. But those are really just outputs based on how the AI has been trained, essentially default filters. The more interesting question is what happens when the models are better trained and developers get deeper control over that layer.
Imagine a DLSS 4.x toolset that gives artists real high level authority over the final image. Presets, sliders, movable scene lighting, and even the ability to train the model on a game's original art direction. Instead of a one-size-fits-all aesthetic like they demoed, it becomes a flexible system that can be tuned to match tone and intent, just like lighting, color grading, or post processing are used today.
What NVIDIA has shown so far feels limited of course, as should be expected, and them leaning into hyper-real, glamorized "hero lighting" styles might not have been the best choice. What we all really need to see now is the tool in developers' hands showing some level of artistic authorship.
If NVIDIA is listening their next presentation should be some behind the scenes or interview style presentations at studios like Capcom, showing them iterating on a character like Grace across multiple stylistic directions, really highlighting developer input with this tool. The same way artists already adjust lighting to define mood, show off a comparable set of controls for this. There's no reason this couldn't be guided by devs toward something grittier, flatter, or more horror focused simply by feeding it the right references and constraints. The real thing we all want to see is the AI tools like this being under the control of the artists, not just writing over the artist's work with a bunch of generic samey art.
NVIDIA say it's there, now they need to SHOW US they can overcome these limitations.