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  1. Hardware
  2. Desktop PCs

There's upscaling, and then there's straight-up changing a game's art direction, and DLSS 5 should only do one of those things

Features
By Duncan Robertson
Published 17 March 2026

"Game developers have full, detailed artistic control over DLSS 5's effects"

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A side by side of a character from Hogwarts Legacy with and without DLSS 5
(Image credit: Nvidia)
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One of my favorite games of all time is Dishonored. Ignoring its amazing sandbox gameplay, exceptional level design, and barrels of charm that make it a joy to play more than 10 years after its release, its art style is one of the things that make it feel truly unique. With the announcement from GTC that DLSS 5 is going to be coming to some of the best graphics cards this fall, I'm very afraid of what it means for games like Dishonored.

DLSS 5 is being met with criticism at every turn so far. It looks like it's going five steps beyond the upscaling we've seen from gaming PC hardware until now, and not in a good way. In fact, it looks like an undeniable generative AI do-over that fundamentally changes the way in-game characters look.

Until now, AI upscaling has been about providing gamers with higher frame rates, but while making games smoother is one thing, trying to make them look "better" is something new entirely. If anything, toggling DLSS on makes your games look worse, but that's the price we've all accepted to unlock better frame rates in an era where game optimization isn't exactly at its peak.

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

Nvidia's been quick to try and get out ahead of my biggest concern with DLSS 5 - the destruction of art direction:

"Important to note with this technology advance - game developers have full, detailed artistic control over DLSS 5's effects to ensure they maintain their game's unique aesthetic," Nvidia commented on its own YouTube reveal trailer.

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  • The AI recognition of DLSS 5 within a scene Nvidia DLSS 5 is launching on September 3, here's what I learned from a private gamescom demo

"The SDK includes things like intensity, color grading and masking off places where the effect shouldn't be applied. It's not a filter - DLSS 5 inputs the game’s color and motion vectors for each frame into the model, anchoring the output in the source 3D content."

But to be honest, I'm left asking why they'd want to implement any of the changes shown in this trailer. I don't know about you, but there hasn't been a moment in the last decade of gaming when I've thought, "Man, I wish all my video games looked more photorealistic."

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Image 1 of 2
The original character model from Starfield without DLSS 5 doctoring the image
(Image credit: Nvidia)
An image of a character from Starfield with DLSS 5 toggled on
(Image credit: Nvidia)
Image 1 of 2

View Original

The original character model from Starfield without DLSS 5 doctoring the image
Image 2 of 2

View Original

An image of a character from Starfield with DLSS 5 toggled on

Art direction is, in my opinion, the way the soul of a game comes across. Like its sound design and distinct-feeling gameplay, it's what really makes a game feel unique. I love observing the subtleties between the character models in The Last of Us compared to Marvel's Spider-Man. Both have completely different approaches to character animation, but both are capable of telling an excellent story with their chosen direction. You can look at franchises that have been around for ages. Resident Evil, Mario, Zelda, and even Grand Theft Auto - they've all found ways of modernizing their art styles without losing the soul of how their games looked back in the day.

With the explosion of the indie game scene, I've loved that we celebrate any and all art styles today. "Game of the Year" isn't automatically the one with the most "realistic" graphics; that award can go to anything because it's about more than just crafting a lifelike look.

And I think trying to apply a blanket statement to all of these art styles by saying DLSS can now make them look "better" doesn't work. All of those unique bits of visual identity, the way faces look, the way lighting is directed at certain points of the environment, and the way the aesthetics come together have all been put there for a reason. They are, for want of a less blatant term, artistic choices. Even if game developers have control over how it's implemented, DLSS 5 seems to disrupt a lot of that direction.

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  • An example image of DLSS 5 improving frame rates in NBA 2K27 DLSS 5 is targeting photorealism in video games, but who needs that when art direction exists?
  • A side by side comparison of an NBA LA Lakers player with DLSS 5 on and off Hands-on with DLSS 5 in NBA 2K27: Here's what works and what doesn't work
  • The AI recognition of DLSS 5 within a scene Nvidia DLSS 5 is launching on September 3, here's what I learned from a private gamescom demo
Image 1 of 2
A character model from Hogwarts Legacy without DLSS 5 toggled on
(Image credit: Nvidia)
A screenshot of a character from Hogwarts Legacy with DLSS 5 toggled on
(Image credit: Nvidia)
Image 1 of 2

View Original

A character model from Hogwarts Legacy without DLSS 5 toggled on
Image 2 of 2

View Original

A screenshot of a character from Hogwarts Legacy with DLSS 5 toggled on

DLSS 5 seems to be pushing for all games to look photorealistic. Starfield, Resident Evil Requiem, EA Sports UFC, all the games shown in the trailer end up looking exactly the same, their subtle artstyle differences removed in the name of... something?

Ignoring completely that it looks like AI-generated slop, all of the hard work of character and environment artists, all the technical feats of animating facial meshes, all of the detail brought over from motion capture - with DLSS 5, it all fades into the background as Nvidia's new form of upscaling takes over.

Image 1 of 2
An image of Leon Kennedy from Resident Evil Requiem with DLSS 5 on
(Image credit: Nvidia)
Leon Kennedy in Resident Evil Requiem without DLSS 5 on
(Image credit: Nvidia)
Image 1 of 2

View Original

An image of Leon Kennedy from Resident Evil Requiem with DLSS 5 on
Image 2 of 2

View Original

Leon Kennedy in Resident Evil Requiem without DLSS 5 on

There's been so much controversy around any and all use of generative AI in game development lately, but with DLSS support being such a widespread tool in so many games today, I do worry about how this is all going to be implemented. Nvidia says that game devs will have full, detailed artistic control over it, but to what extent? Is DLSS 5 a special opt-in, or will allowing support for DLSS 4.5 for performance boost reasons also mean they have to submit to DLSS 5's visual substitutes?

Gigabyte RTX 5070 Ti graphics card lying face down on woodgrain desk

(Image credit: Future / Phil Hayton)

For the record, this sort of question mark is why I've been wishing that there was less of an emphasis on AI upscaling within modern graphics cards. In my eyes, hardware shouldn't be so reliant on software to make it work to its full capabilities. DLSS isn't something you own and therefore control when you purchase a bit of hardware, so how much do you really own and control your graphics card if it's reliant on upscaling that can change after the purchase has been made? If DLSS 5 causes enough controversy, will game devs stop using it? Will support for it within games then become less widespread? If so, your RTX 50 Series GPU might not be the future-proofed purchase we thought it was.

I'm getting a bit carried away with a potential future, but it's because I'm not sure I like the direction Nvidia is going in right now. It was only a few weeks ago that the brand's CEO said his company "created the modern video game industry". With DLSS 5, I hate to contradict Nvidia's comment on its own video, but it looks like it now wants to recreate it in its own image.

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Duncan Robertson
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Hardware Editor

One of my earliest memories is playing SuperMario64 and wondering why the controller I held had three grips, but I only had two hands. Ever since I've been in love with video games and their technology. After graduating from Edinburgh Napier University with a degree in Journalism, I contributed to the Scottish Games Network and completed an Editorial Internship at Expert Reviews. Over the last decade, I’ve been managing my own YouTube channel about my love of games too. These days, I'm one of the resident hardware nerds at GamesRadar+, and I take the lead on our coverage of gaming PCs, VR, controllers, gaming chairs, and content creation gear. Now, I better stop myself here before I get talking about my favourite games like HUNT: Showdown, Dishonored, and Towerfall Ascension.

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