Upscaling, Frame Generation & Ray Tracing
Resident Evil Requiem supports upscaling with NVIDIA DLSS (including DLSS 4 with Multi Frame Generation on RTX 50 series) and AMD FSR, Intel XeSS is not supported, but since AMD FSR 3 is hardware-agnostic, it can be used on Intel GPUs. The big headline feature on PC is the path tracing mode. This goes well beyond the limited RTGI and ray traced reflections that Village offered—Requiem delivers proper full path tracing with ray traced global illumination, reflections, shadows, and ambient occlusion all computed via path tracing. The visual difference really depends on your location. Sometimes it's substantial, but in many other places the difference is minimal. Especially after a few hours of playing, all the path tracing eye candy is gone, and the environmental lighting is completely wrong physically—didn't ray tracing and path tracing promise the opposite? I suspect that Capcom focused only on certain areas where they properly implemented RT/PT. Another gotcha with path tracing is that it forces you to enable DLSS, while that makes sense of course from a performance perspective, I'm not a fan of forcing people's settings in a certain way. You can still enable DLAA though. What makes things worse is that at every game start when PT is enabled, it will enable DLSS Performance, overriding any manual setting you made previously. Another thing that I noticed is that NVIDIA Ray Reconstruction is hidden behind the path tracing feature, it can't be toggled and just gets auto-enabled with path tracing.