S-GAME, the studio behind the action RPG Phantom Blade Zero, has decided to drop support for NVIDIA’s DLSS 5 technology. They expressed concerns that AI-generated frames could compromise the artistic vision their team has worked hard to create. This choice puts the developer at odds with a feature NVIDIA had previously announced for the game.
NVIDIA confirmed in their announcement that DLSS 4 — and consequently its successor — was set to be included in Phantom Blade Zero along with other titles like 007: First Light and PRAGMATA. S-GAME’s decision marks a clear departure from that plan. According to Wccftech, the studio stated, “No AI visual tech that alters our artists’ intent.”
The main issue seems to be DLSS 5’s Multi Frame Generation. This technology uses AI to create multiple frames between rendered ones, which differs significantly from the upscaling and single-frame generation in DLSS 4. Critics argue that AI-generated frames can introduce motion artifacts and visual inconsistencies that tuning can’t fully resolve. S-GAME appears to share this concern fundamentally.
This decision sets an interesting precedent in an industry where many treat DLSS integration as a mere checkbox. While most developers appreciate the performance boost NVIDIA’s technology brings — with DLSS 4 being active in over 250 games — S-GAME’s rejection suggests they see AI frame synthesis as a drawback, not a benefit. As Kotaku put it, the developer is effectively saying no to generative AI in real-time rendering.
Phantom Blade Zero has sparked a lot of excitement since its reveal, showcasing a stylized wuxia aesthetic and fast-paced combat that many compare to FromSoftware titles. This unique visual identity likely makes S-GAME more sensitive to any tech that might subtly change how frames appear in motion. The studio hasn’t confirmed yet if standard DLSS 4 upscaling — which doesn’t generate new frames — will still be part of the game.
| DLSS 4 supported games (as of NVIDIA’s latest count) | 250+ |
| DLSS 5 Multi Frame Generation multiplier (frames synthesized per rendered frame) | Up to 3x additional frames |
| Phantom Blade Zero platform | PS5, PC |
| S-GAME studio location | China |
| Titles confirmed for DLSS alongside Phantom Blade Zero (per NVIDIA) | 007: First Light, PRAGMATA |
Reactions from the community have been mixed. Some enthusiasts who value visual fidelity over sheer frame rates support S-GAME’s stance. Meanwhile, PC performance advocates argue that the studio is missing out on significant frame-rate potential. This debate reflects a broader tension in the industry over how much post-render AI processing is acceptable before a game’s output stops representing its creators’ original vision.
What To Watch
- S-GAME’s upscaling plan: The studio hasn’t yet confirmed if DLSS 4 Super Resolution or AMD FSR will still be included with Phantom Blade Zero. This clarification will impact the performance options for PC players at launch.
- NVIDIA’s response: With DLSS 5 Multi Frame Generation being a key selling point for the RTX 50-series, NVIDIA has a strong incentive to negotiate. Keep an eye out for any official statements from either party regarding their partnership.
- Industry precedent: If Phantom Blade Zero launches without AI frame generation and still receives strong reviews, it could inspire other studios to take similar stances — especially those with a focus on artistic direction tied to specific visual goals.
Alex Mercer
Alex Mercer is the Gaming News Editor at Explosion.com with over 8 years of experience covering the gaming industry. He previously wrote for several gaming publications and has attended E3, Gamescom, and The Game Awards as press. Alex specializes in breaking news coverage, studio analysis, and tracking industry trends. When not writing, he's grinding ranked matches in Valorant or exploring the latest RPG releases.



