Resident Evil Requiem: DLSS 4 and Path Tracing Join John Carpenter Demo, Plus Crimson Desert March 19

Resident Evil Requiem: DLSS 4 and Path Tracing Join John Carpenter Demo, Plus Crimson Desert March 19

DLSS 4 comes to Resident Evil Requiem with path tracing, a technical update that arrives alongside new demo activity this week and a benchmark focus on path tracing performance. This combination matters because it pairs a high-profile graphical upgrade with intense critical attention to the game’s design and tone.

Resident Evil Requiem: DLSS 4 and Path Tracing Arrive

DLSS 4 comes to Resident Evil Requiem with path tracing enabled, positioning the title at the center of a wave of recent technical updates. The announcements also highlight demo activity this week for John Carpenter's Toxic Commando, and a separate title, Crimson Desert, set for March 19. RTX graphics cards bring game-changing AI capabilities that underpin these developments.

Resident Evil Requiem Review — A Sublime Sepulchre

Resident Evil Requiem is described as a story of two people whose lives are forever altered by the worst day of work ever; those same people then risk it all to save someone. That act of risking everything is characterized as unfeigned and full of the corny sincerity that is a staple of the series, acting as the emotional heartbeat the hordes of undead otherwise lack. The game mixes terrifying survival-horror with action elements, including roundhouse-kicking zombies and physics-defying motorcycle chases, and its story requires years of crisscrossed history to be fully understood.

The review frames Requiem as fantastic and revelatory, a tour de force of gameplay that benefits from three decades of lessons learned. It is called goofy, schlocky, and excessive at times, but ultimately a masterclass in refinement that rarely sacrifices the sentimental humanity of the characters.

Characters, Set Pieces, and Scares in Resident Evil Requiem

Key characters and scenes are central to the game's emotional core and scares. Grace Ashcroft is introduced as the daughter of a woman murdered for mysterious but significant reasons. While tracking a case for the FBI, Grace is called to another murder and returns to the hotel where she watched her mother die. This begins a dreadful day that pulls her far from the comfort of an office into the heart of Raccoon City.

Leon S. Kennedy is portrayed as ill and racing against the clock to find a cure for something he doesn't understand. Fatefully, Leon and Grace's paths cross and together they must save themselves, a girl, and the world—none of them fully aware who is pulling the strings, which only motivates them to keep fighting.

Locations such as the Rhodes Hill Care Center hotel, sterile-white labs, and Raccoon City itself are described as labyrinthian playgrounds that conceal dormant secrets. Specific antagonists and encounters include an undead hulking chef wielding a machete-sized kitchen knife, a gigantic woman whose eyes verge on popping, and enemies that explode into reborn, festering amalgamations of blood and thickened muscle.

Puzzles, Action Gauntlets, and Distinct Gameplay Moments

Gameplay variety is emphasized: absurd puzzles involving sparkling gems, search-action gauntlets, and a scavenger hunt for detonator parts populate the experience. First-person moments convey the shakiness of Grace’s hands and hushed survival tension, while third-person sequences deliver explosive, over-the-top violence such as a pustulating blister detonating after a hatchet strike. The review highlights chainsaw encounters and tightly paced set pieces that blend horror and exhilaration.

Performance Benchmark Focus: Performance with Path Tracing

A performance benchmark review explicitly centers on performance with path tracing in Resident Evil Requiem. The benchmark coverage notes practical issues for readers: "This should only take a few seconds. If you have issues, do contact us, we want to learn about any problems. " That emphasis underscores the technical scrutiny applied to path tracing performance as DLSS 4 rolls out.

Wider Tech Context and Related Demos

Alongside the game-level and benchmark items, a broader set of technical capabilities is highlighted across the recent coverage. Those items include: an AI-driven platform for life sciences research and discovery; a fully managed end-to-end AI platform on leading clouds; tools to build, customize, and deploy multimodal generative AI; integration of advanced simulation and AI into complex 3D workflows; a guide for using an NGC private registry with GPU cloud; accelerated, containerized AI models and SDKs; modernizing data centers with AI and accelerated computing; an enterprise AI factory for model development and deployment; architecture for data centers that transform data into intelligence; a supercomputer purpose-built for AI and HPC; advanced functional safety and security for edge AI; accelerated computing with modular servers; scalable data center infrastructure for high-performance AI; a leading platform for autonomous machines and embedded applications; powerful in-vehicle computing for AI-driven autonomous vehicle systems; and AI-powered computing for innovative medical devices and imaging.

These technical strands, combined with the arrival of DLSS 4 and path tracing in Resident Evil Requiem, the John Carpenter's Toxic Commando demo activity this week, and Crimson Desert’s March 19 timing, create a concentrated moment of technical and creative attention on the title.

Schedule and availability details are subject to change; the benchmark analysis and player reaction to the new graphical features will shape next steps for performance tuning and player guidance.