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Resident Evil Requiem Producer: DLSS 5 Negativity Means 'We Got the Design Right'

Resident Evil Requiem Producer: DLSS 5 Negativity Means 'We Got the Design Right' - News

by William D'Angelo , posted on 04 May 2026 / 3,045 Views

Nvidia earlier this year announced DLSS 5, which made use of generative AI that saw pushback from gamers saying the use of AI could potentially changes an artist's intent. The main example is how different Grace from Resident Evil Requiem looked. 

Capcom producer Masato Kumzawa in an interview with Eurogamer said the pushback from gamers mean they got Grace's "design right."

"The fact a lot of players commented they really liked the original design of Grace and didn't want to see it changed was a positive," said Kumzawa. "It meant we got the design right [and] points to the fact that Grace quickly established herself as a fan favourite, that people had such strong opinions on her design."

Nvidia CEO Jensen Huang following the backlash stated gamers are "completely wrong." 

"The reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of the of geometry and textures and everything about the game with generative AI," said Huang. 


A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can follow the author on Bluesky.


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9 Comments
JRPGfan (on 04 May 2026)

Honestly.... yeah. If the design was crappy, maybe people would have supported a A.I filter version, over whatever artistic designs the developers had in mind. I think he has a point. Regardless I still do feel like it should be up to the people making the games to decide what characters look like. I don't like the idea of upscalers you pick, changing things around.

  • +5
Zkuq JRPGfan (on 04 May 2026)

Haven't we already established at this point that DLSS itself isn't doing the artistic changes, or has the consensus changes since/am I remembering incorrectly?

  • 0
NextGen_Gamer Zkuq (on 04 May 2026)

It's up in the air. Originally, Jensen was saying that DLSS 5 was only changing the way the lighting was hitting the geometry and textures. However, later on on a GeForce interview, it was kinda slipped that perhaps it was doing more - like people assumed right away, looking at the textures and geometry but then applying genAI filters over top of that in its own 'interpretation' of it. And since then, I think Jensen has been careful to not completely rule out that scenario - by saying things like it is in the artist control and blah blah blah, but never going back to that original statement of DLSS 5 only changing the lighting design.

At this point, since NVIDIA has gone radio silent over it, I'm not sure what will happen. Either DLSS 5 will release as it was shown, in which gamers/coders will very quickly find out exactly what it is and isn't doing to the scene. Or, NVIDIA changes it very drastically or cancels it altogether.

  • 0
Zkuq NextGen_Gamer (on 04 May 2026)

I see. Thanks for the clarification!

  • +1
-Adonis- (on 04 May 2026)

Yes indeed !
For example I had no problem with DLSS 5 on Starfield because the chara design of the game is crap but Resident Evil Requiem is perfection.

  • +3
ireadtabloids -Adonis- (on 04 May 2026)

I thought it was funny that DLSS5 made their faces in motion look even weirder.

  • 0
Leynos (on 04 May 2026)

Well yeah you scanned a womans face and used her likeness. The other image is AI porn bot slop.

  • +2
SaoirseC Leynos (on 08 May 2026)

The tried and true method ever since Half-Life 2 has always produced great looking models. AI threatens all of that (like it threatens basically everything in every creative industry).

  • 0
Veknoid_Outcast (on 04 May 2026)

That’s interesting. That wouldn’t have been my takeaway. My understanding was that people objected, at large, to a generative process that “interpreted” the work of artists and programmers in unforeseen, uncanny ways. Not that they objected only when the process made characters less interesting to behold.

  • +1