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"It’s content-control generative AI" - Nvidia has DLSS'd too close to the sun, and I'm not convinced Jensen Huang will listen to anyone's DLSS 5 AI slop concerns

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By Phil Hayton published 18 March 2026

"DLSS 5 fuses controllability of the of geometry and textures and everything about the game with generative AI."

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Nvidia DLSS 5 example featuring Grace Ashcroft from Resident Evil 5 with right side showing DLSS "On" and left side showing DLSS 5 off.
(Image credit: Nvidia)
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Nvidia clearly has a DLSS 5 dilemma on its hands, and I'm absolutely with everyone who thinks the demo looks like AI slop. You really don't have to be a graphics card expert to know that something beyond the suite's usual AI upscaling is tainting the tech, and while Jensen Huang has gone into full "No, it's the children that are wrong" mode and probably won't listen to the feedback coming from every angle, he has at least confirmed some obvious truths.

I'm not remotely surprised that Jensen Huang is kicking back at DLSS 5 concerns, but I am amused at his press briefing responses at GTC 2026. When asked by Tom's Hardware about the criticism, the CEO decided to go full Mr. Skinner meme, saying, "Well, first of all, they're completely wrong," before attempting to downplay the GPU tool backlash in the same tone as a frustrated retail manager.

"The reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of the geometry and textures and everything about the game with generative AI," explains Huang before stating it "doesn't change the artistic control." The latter is a response to everyone with eyes who thinks Resident Evil Requiem's Grace with DLSS 5 looks nothing like the original character.

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Announcing NVIDIA DLSS 5 | AI-Powered Breakthrough in Visual Fidelity for Games - YouTube Announcing NVIDIA DLSS 5 | AI-Powered Breakthrough in Visual Fidelity for Games - YouTube
Watch On

Huang isn't really helping build a DLSS 5 defense by mentioning generative AI, as it's that specific tech that's causing upset. In the "photorealistic" demo examples, characters like Grace frankly look like they've been yassified in the worst possible way, with facial elements being warped to fit some sort of beauty standard that's supposed to represent realism.

Rather than addressing the look of DLSS 5, Huang seems more concerned with tackling the notion of choice. "All of that is in the control — direct control — of the game developer," proclaims the CEO. "This is very different than generative AI; it’s content-control generative AI. That’s why we call it neural rendering."

Patronising tone aside, Jensen is confirming two things here. The first is that while there's room for technological pedantry, DLSS 5 does use gen AI to alter graphical elements like faces. It's not just a filter or even a lighting technique similar to Ray Reconstruction; we're talking about geometry that's generated using a model.

An image of Leon Kennedy from Resident Evil Requiem with DLSS 5 on

(Image credit: Nvidia)

Again, I personally didn't need Huang to really confirm that, as the visual results of DLSS 5 reek of gen AI. I'll admit, I'm absolutely not the target audience when it comes to photorealistic games, but upon catching the demo while in bed with the flu, I was instantly asking myself whether the realism was actually in the room with us or if the whole situation was just a fever dream.

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Rather than just calling an AI spade an AI spade, I decided to send the DLSS 5 demo to my photographer and film maker friend, Duncan Lorthioir. While I'm fairly confident that Grace Ashcroft just doesn't look like that and that the tool was changing facial features and adding makeup, I wanted some confirmation that the lighting scenario wasn't accurately changing geometry.

In response, Duncan admitted that the DLSS 5 results "may seem more realistic at first glance," but highlighted that there's an "uncanny valley feeling going on." He also highlighted that, based on the lighting environment in the "DLSS 5 on" example, the lighting "should have changed more on the character's face," but instead feels like a "heavily retouched editorial picture."

Nvidia DLSS 5 version of Grace from Resident Evil Requiem

(Image credit: Capcom / Nvidia)

Am I really shocked that the company at the forefront of generative AI hardware is now trying to use its consumer GPUs to push the tech? No, but I am deeply disappointed that Nvidia is stonewalling the concerns of gaming PC players. Yes, DLSS has historically used AI in Super Sampling and Frame Generation to boost fps, and while even graphical enhancements like Ray Reconstruction can add something to an experience, DLSS 5 will pivot the suite to changing the actual look of games, even if it is being pitched as "optional."

What I will say is that Nvidia fuels its DLSS ambitions based on user stats. Simply put, if it presents a strong number of players who keep DLSS 5 on for games, it will use that to back up its GPU feature decisions. I'm not saying you should nuke the upscaling settings that are helping you hit specific frame rates and provide a smoother experience, but if you are still playing Resident Evil Requiem or any game that first gets the option, switching it off may help get the message across.


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Phil Hayton
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Hardware Editor

Phil is the Hardware Editor at GamesRadar+ who specializes in retro console setups, choosing the latest gaming handhelds, and navigating the choppy seas of using modern-day PC hardware. In the past, they have covered everything from retro gaming history to the latest gaming news, in-depth features, and tech advice for publications like TechRadar, The Daily Star, the BBC, PCGamesN, and Den of Geek. In their spare time, they pour hours into fixing old consoles, modding Game Boys, exploring ways to get the most out of the Steam Deck, and blasting old CRT TV visuals into their eye sockets.

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