Has *Horizon* Been Given a New Face by DLSS 5—Does It Look Better Now?

·Author: Bai Heliang·newsDetail.views: 3,245 Comments

When Aloy’s face—originally marked by wind and sun—was processed by technology into something smoother and brighter, with even her emotional fluctuations seeming to be gently veiled by a layer of soft light, the debate surrounding DLSS 5 had already become about more than just graphics card technology. It was more like a trial over whether a character could still be “recognized.”

At GTC 2026, NVIDIA unveiled DLSS 5. What should have been just another upgrade announcement within tech circles unexpectedly ignited an aesthetic divide among players. The cause was not complicated: overseas user @poliwa_93 posted comparison images of Horizon protagonist Aloy “using” DLSS 5, accompanied by a rather provocative remark that roughly suggested that simply enabling this technology would make female characters more attractive.

The problem lies precisely in those words, “more attractive.” On a narrative level, a character’s face is never just an art asset; it is also a vessel for personality, experience, and emotion. What makes Aloy work is not whether she fits some internet-template standard of beauty, but how the angular features, fatigue, and unappealing realism on her face together form the character’s distinct identity. What many players dislike now is not merely the increase in clarity, but the homogenized feeling of sending a character through assembly-line retouching software, ending up with a polished yet hollow “influencer face.” It is like a film whose grain has been smoothed away in post-production: the technology looks shinier, but the character feels more distant.

Of course, some supporters argue that the visual improvements brought by DLSS 5 are tangible, and that this is still only an early form of the technology, with every possibility of finding a balance in the future between preserving detail and enhancing visual appeal. That judgment is not without merit. In the history of technology, many solutions that initially seemed stiff or heavy-handed later learned restraint. But from another angle, players’ current wariness is equally justified: once “more beautiful” is implicitly treated as synonymous with “more standardized,” game characters may lose the faces that should rightfully belong to them.

NVIDIA CEO Jensen Huang responded quite forcefully to the critics, bluntly stating that “they are completely wrong.” But the deeper issue is that aesthetics has always been difficult to settle through parameters alone. Resolution, frame rate, and sharpening strength can be quantified; a character’s aura cannot. Especially in a work like Horizon Forbidden West, which relies heavily on facial characterization, even a slight shift in expressive texture can alter how players perceive the character.

There was also one slightly absurd detail in this controversy: the original page launched a poll asking whether DLSS 5 makes the visuals more beautiful or ruins the original artistic style, but although voting was still ongoing, the number of participants was shown as 0, and the percentage was still NaN%. It felt like unintentional dark humor—the argument had already grown as noisy as a public square debate, yet any real consensus that could be recorded remained blank.

If we speak only of trends, my view is that AI graphics technology will undoubtedly become ever more deeply involved in character presentation in the future, but the backlash from player communities will also force companies to confront an old question once again: is the goal of game visuals to look “more like a glossy advertisement,” or “more like the character themself”? The former is better at pleasing the eye, but the latter determines whether the character truly endures. Unfortunately, at least judging from this controversy surrounding Horizon, DLSS 5 still has quite a long way to go between being “visually stunning” and being “convincing.”

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