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Hideo Kojima’s reported concern is not that every use of AI replaces artists. It is that AI could alter a creator’s work without understanding why particular choices were made. The discussion followed examples of NVIDIA’s DLSS 5 involving Death Stranding 2: On the Beach, but the game’s official PC feature list names DLSS—not DLSS 5.

What Kojima reportedly said about AI and artistic intent

GamesRadar reports that Kojima discussed AI on episode 36 of his Koji10 podcast. In the report’s English rendering, he described himself as having “mixed feelings” about the technology. He acknowledged possible uses such as restoring old photographs or adding color, but worried about changes to creative work when AI does not understand the artist’s intentions.

One example in GamesRadar’s account is a lighting setup: Kojima’s point was that a creator may have chosen it for a reason, and an AI system that changes it without understanding that reason could undermine the work. The concern is therefore about authorship and control, not a reported blanket objection to AI or a claim that AI always replaces artists.

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GamesRadar also reports that Kojima might feel differently if he were controlling AI in his own work, while noting his uncertainty. These are the outlet’s English renderings of remarks attributed to Kojima; the episode is linked in its report on Kojima’s comments.

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What DLSS 5 is—and what it is not

NVIDIA describes DLSS 5 as a real-time neural-rendering model that adds photoreal lighting and materials to pixels. The company presents it as combining hand-crafted rendering with generative AI while retaining artist control. That is NVIDIA’s description and positioning; it does not settle how much creative control an artist has in practice, or answer Kojima’s concern about whether a system understands the intent behind a choice.

DLSS 5 should not be treated as interchangeable with every feature carrying the DLSS name. NVIDIA’s game-specific announcement describes Death Stranding 2 support for DLSS 4 Multi Frame Generation on GeForce RTX 50 Series graphics cards and DLSS Super Resolution on GeForce RTX GPUs. Those are separate named implementations from DLSS 5.

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Does the PC version of Death Stranding 2 use DLSS 5?

The available official game announcements do not establish DLSS 5 integration. Kojima Productions’ PC release announcement lists NVIDIA DLSS, AMD FSR, and Intel XeSS among the game’s upscaling and frame-generation technologies. NVIDIA’s separate game announcement specifies DLSS 4 Multi Frame Generation and DLSS Super Resolution. Neither says that the game launched with DLSS 5.

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The distinction matters: a DLSS feature in a game is not evidence that it uses every later technology NVIDIA announces under the DLSS brand. For this game, the cited material supports DLSS 4 features, not DLSS 5.

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Why the debate is about control as much as image quality

The arguments address different parts of the problem. NVIDIA says DLSS 5 blends generative AI with hand-crafted rendering and emphasizes artist control. Kojima’s reported objection is that changing a work can miss the purpose behind a creator’s choices. These are competing framings, not proof that DLSS 5 either preserves or overrides artistic authorship in every use.

There is also relevant context in Kojima’s PlayStation interview about the sequel: he discussed offering players more choice and freedom in its design. That interview is background on his approach to the game, not a source for the AI remarks.

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What the PC feature notes say about hardware

Kojima Productions says ray tracing is an optional PC setting intended for high-end hardware, not a requirement for the core experience. That is distinct from the DLSS feature support NVIDIA describes: its game announcement identifies RTX 50 Series cards for Multi Frame Generation and GeForce RTX GPUs for Super Resolution. The cited announcements do not provide a complete hardware-compatibility matrix for every feature or configuration.

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