There's a video up for Patreon supporters where Alex did an interview with Bryan Catanzaro about DLSS4 and AI in gaming and it's predicably great! Bryan said a couple things which immediately clicked with me when speaking about real-time graphics and the potential future of graphics with neural rendering. First he said that he thinks about real-time graphics as 3 dimensions, each being a pillar: Smoothness(framerate), Image Quality(resolution), and Responsiveness(frametime).. and DLSS' goal is to improve all of those things. Which I think is the right way to look at it and how we need to think about things going forward. Each game's requirements will be different, but it's essentially giving developers more tools in the tool box to reach the goals for their games.
The other thing he said was regarding rendering and the future potential of neural rendering.. paraphrasing here "In 3D graphics, everything is approximated on a surface level. We're not simulating rays actually entering inside models and bouncing around, it's a 2D approximation.. which is fine enough for opaque objects, but not good enough for other semi-translucent objects/materials.", and he says that neural rendering could basically take it a large step further due to being trained on far more real-world data which could never run in real-time, for a much more accurate representation. He then gives an analogy such as "When a painter paints a scene, they're not simulating the lighting, they're not passing photons through the geometry of their painting.. they just simply know what it's supposed to look like." And when you think about it.. that's exactly right. A painter, through experience, study, and practice can paint an image which accurately reflects observed reality, despite them not being able to truly simulate it. And that's basically what neural rendering allows them to do on a much much deeper level in 3D graphics.
It's going to get a lot better and we're just scratching the surface on this stuff.