Contrast between the rejection of AI in games and its acceptance in hardware development
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Olhar Digital
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Contrast between the rejection of AI in games and its acceptance in hardware development

In December 2025, the game Clair Obscur: Expedition 33 received two negative awards at the Indie Game Awards due to the use of Artificial Intelligence (AI)-generated textures in the final version. In contrast, corporations like Nvidia employ AI to design their own GPUs, which are used in various games, without facing calls for boycotts.

This scenario raises the question of the gaming community's prejudice against AI. The distinction lies between what is considered acceptable and what is not, requiring analysis not only of data but also of examples where the technology was well-received and of internal practices within the hardware industry.

A survey conducted by GDC 2026, based on responses from over 2,300 industry professionals, assessed opinions on the use of generative AI. The results indicated a worse scenario compared to the previous year, especially regarding the use of generative AI.

Among the interviewed professionals, 52% believe that generative AI harms the industry, a significant increase from the 30% recorded the previous year and 18% two years prior.

The numbers are even more critical when looking at the gaming public. A survey conducted by Quantic Foundry, which collected data from 1,799 players, revealed that about 85% of them expressed an unfavorable opinion towards the use of generative AI, with approximately 63% holding a very negative view.

The Quantic Foundry study points out that the gaming public's motivation is a relevant factor. They demonstrated greater negativity when AI is applied to the creation of art, music, sound effects, narrative, and dialogues.

For comparison, the use of AI to adjust difficulty was viewed negatively by 27% of the public, while its use in visual arts reached 83% aversion. This public resistance was also high in other creative areas, with 77% against music and sound effects, and 70% against narrative and dialogues. This suggests that public objection tends to decrease as the use of AI moves away from strictly creative processes.

An example of AI application that found some public acceptance is DLSS and related technologies. These systems use AI to increase frame rate (FPS), reduce latency, and enhance visual quality. Users welcomed these features due to the remarkable quality and performance achieved.

However, problems began to arise during the evolution of DLSS. Features initially focused on performance turned into dependencies for game development, causing new titles to require these tools, often presenting performance flaws even on powerful computers.

The situation worsened with the presentation of DLSS 5. This tool, which incorporates real-time neural rendering to reconstruct pixels with photorealistic lighting and materials, showed difficulties in maintaining visual coherence between scenes, resulting in the distortion of the original work and artificial and generic characteristics. Such problems were received extremely negatively by the gaming community.

Companies like Nvidia apply AI in their chip designs, covering everything from component layout to final project validation. A notable result was the development of a 64-bit adder—a circuit responsible for summing binary values—that occupies about 25% less chip area when created using PrefixRL, as reported by Jeff Dean of Google and Bill Dally of Nvidia.

At the 2026 DAC (Automation and Design Conference), companies such as Synopsys, Cadence, and Siemens displayed AI-assisted automation projects. Synopsys' long-duration design verification agent demonstrated a process 50 times faster, according to the company itself. Simultaneously, Siemens' project, in collaboration with Nvidia, presented agents capable of characterizing libraries more than ten times faster.

Although these are only two examples, they share one common point: the partial replacement of human work by AI did not generate revolt, protests, or boycotts from the public.

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Over 85% of Japanese game developers use generative artificial intelligence
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olhardigital.com.br

Over 85% of Japanese game developers use generative artificial intelligence

Generative artificial intelligence is becoming increasingly relevant in the Japanese gaming industry. According to preliminary data released by the Computer Entertainment Supplier’s Association (CESA), 85.8% of surveyed professionals confirmed the use of generative AI tools in their development activities.

These figures were presented during the Tokyo Game Show 2026 and constitute a preview of the 2026 Video Game Industry Report, the full version of which will be released in December. The survey collected approximately 1,349 valid responses from professionals affiliated with industry companies, including names such as Capcom, Sega, Level-5, and Konami.

The research points to a notable integration of this technology into work routines. Among participants, 63% reported using generative AI daily, while another 22.8% use it sporadically.

Comparing with a study conducted by CESA in 2025, which identified an adoption rate of 51% among 54 Japanese companies surveyed, a growth trend is observed, although researchers warn that differences in samples and audiences prevent a direct percentage comparison of the evolution.

The main benefits highlighted by professionals include increased productivity, reduced time needed to create games, and lower production costs.

The preview of the 2026 report does not yet specify which tasks are the focus of the technology's use. However, the previous 2025 survey provided references regarding its applications, indicating that the most common uses involved creating visual elements and images, generating text and narrative content, in addition to assisting with programming.

At that time, 32% of participating companies also mentioned employing artificial intelligence in the development of internal graphics engines. The implementation of these tools can help automate certain functions and streamline production phases, but their final results remain dependent on human evaluation and oversight.

Despite the expansion, the use of generative AI raises concerns related to intellectual property and the quality of the produced material. According to the investigation, the most cited safety measure by participants was the need for human review, correction, and supervision of AI-generated content. Other precautions adopted include designating tools permitted by corporations and limiting the direct use of content without professional intervention.

Tsutomu Masuda, CEO of CESA, commented that the findings demonstrate widespread and constant adoption of artificial intelligence in development environments. He also emphasized the importance of harmonizing technological progress with safeguarding intellectual property rights and preserving people-focused creative processes.

The full report, scheduled for December 2026, should offer more details on how Japanese professionals are integrating generative AI into game manufacturing.

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