I don't see how they were 'forced' to open source them. The code was always available to developers even prior to the GitHub posting. Adoption is arguable, depends on the tech. PhsyX is used in hundreds of games. HBAO is also very popular. Performance is also arguable.. for example lots of people go to HairWorks as an example of poor performance but show me an example of TressFX being utilized in a game on multiple assets in the same scene. You can't because it doesn't support instancing, which is why no games apply it to more than a single character. Upfront performance is better than HairWorks but scaling is worse. It's more of a question of performance vs IQ trade-off in most cases. Either way the DirectML can utilize the tensors and Vega 7 exposed INT8/4 so adoption of DLSS like features will only increase going forward. Plus when more games utilize DXR they'll all start doing the denoising via DirectML.