Warhorse Developer Defends DLSS 5, Says It's Not an AI Slop Filter
6 Articles
6 Articles
NVIDIA DLSS 5 Fixes Shadows Kingdom Come: Deliverance 2 Couldn't Render, as Daniel Vávra Says Characters Finally Look As Intended
NVIDIA DLSS 5 Neural Rendering's reveal earlier this year was met with extreme skepticism, and the general perception of the upcoming technology hasn't changed even with some of its best showings, including the significant improvements it will bring in games like Bethesda's Starfield. Although it has yet to officially launch, NVIDIA DLSS 5 already leaked online due to its inclusion in a fresh update for NBA 2K26, allowing users to test it out in…
Daniel Vávra, co-founder of Warhorse Studios and one of Kingdom Come's leading creative leaders: Deliverance and Kingdom Come: Deliverance II, has come out again in defense of NVIDIA DLSS 5. This ad is quite eye-catching, as it arrives just after an unofficial version of the technology leaked The entry Kingdom Come's creator defends DLSS 5: "It's not waste generated by AI" appears first in The Computer Shaps.
The statements of the creative boss of Kingdom Come Deliverance 2 on AI polarize and are not at all well received by many gaming fans. The post Chef of Kingdom Come 2 defends AI, who wants to fight them, must boycott all games appeared first on Mein-MMO.
Nvidia unveiled the DLSS 5 and was disassembled by a large part of the video game industry. A well-known name, however, takes its stand: Daniel Vávra, the creator of Kingdom Come Deliverance.
Daniel Vávra praised DLSS 5, noting that the technology allows developers to achieve effects they were previously unable to achieve. He also stated that all developers now use AI. The article "Daniel Vavra defends DLSS 5 and discusses the AI situation. 'I wonder what will happen when the truth comes out'" was published by GRYOnline.pl on August 31, 2026.
Warhorse Developer Defends DLSS 5, Says It's Not an AI Slop Filter
Kingdom Come: Deliverance 2 director Daniel Vávra has praised DLSS 5 again, saying the tech now looks closer to how his team originally envisioned the game's lighting and character faces. Speaking on X, he said character models that once looked flat in-engine finally read the way artists intended, closing the gap between how faces looked on artists' workstations and what actually shipped in the game. Vávra singled out shadow rendering as a big …
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