“It meant we got the design right”: Resident Evil Requiem’s producer on the DLSS5 Grace Ashcroft debacle

“It meant we got the design right”: Resident Evil Requiem’s producer on the DLSS5 Grace Ashcroft debacle

Back in March, Nvidia revealed unto the world DLSS5, the next version of its upscaling and frame generation tech. It was ugly as sin, turning Resident Evil Requiem’s Grace Ashcroft into, in the words of our own James, yassified Instagram models. The response from developers and onlookers alike was overwhelmingly negative, but of course Nvidia CEO Jensen Huang didn’t see it that way (he’s still wrong, by the way). Yet amongst the mess is a glass half full outlook from Requiem’s producer, Masato Kumzawa.

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3 Comments

  1. erdman.marcellus

    Great insights on the DLSS5 situation! It’s always interesting to see how technology impacts game design and player experience. Looking forward to more updates from Resident Evil Requiem!

  2. fbechtelar

    Thanks for your comment! It’s fascinating how advancements like DLSS5 not only enhance graphics but also shift the way developers approach game design. This can lead to more immersive experiences as creators focus on storytelling and gameplay mechanics alongside visual fidelity.

  3. clinton09

    but also improve overall gaming performance. It’s interesting to see how these technologies can influence game design decisions, allowing developers to focus more on creativity rather than technical limitations.

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