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DLSS 5 preview

Is there going to be an actual 'official' release though? The Nvidia video released today seemed to say it was a developer only tool.

Yeah I think so, because NBA2k27 is out this week and will be the first game that officially uses it. So I guess that'll make the 'final' DLSS5 related files available in the new drivers that drop.

Whether those updated files will be much different to what already leaked though I have no idea.
 
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Yeah I think so, because NBA2k27 is out this week and will be the first game that officially uses it. So I guess that'll make the 'final' DLSS5 related files available in the new drivers that drop.

Whether those updated files will be much different to what already leaked though I have no idea.

Not sure because the NBA2k27 game was leaked last weekend hence where the DLSS 5 DLL came from.
 
Not sure because the NBA2k27 game was leaked last weekend hence where the DLSS 5 DLL came from.

I wonder if the official driver files to accompany that will make it work better though (the gap that modders are trying to fill just now?). I suppose the game DLL could be updated as part of a game update too, but likely not.
 
New version released.


This version is a lot better at finding games, its found games on my system that the earlier version didn't, like Stalker 2, FF X, etc.

Not that I could get Stalker 2 to run, it crashed.
 
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New version released.


This version is a lot better at finding games, its found games on my system that the earlier version didn't, like Stalker 2, FF X, etc.

Not that I could get Stalker 2 to run, it crashed.


I'll have to use this since NVIDIA claims my 4090 is slower than a 5050 so I can't run Dlss 5
 
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It looks like even with the official dlss5 release the performance hit is massive

NVIDIA recommends you use MFGx6 and even then based on their numbers Dlss is borderline unusable on anything less than rtx5080


Oh good, the future.

tmp.webp


Already have upscaling as a game requirement today AND lots of supporters for the core or side effects of using upscaling.

Upscaling, Generated frames, AI filters, once people grow up with this being around, it will be normal and granddad should get back to bed talking about "native" frames.
 
It's also because the people in charge also push for this - an example Microsoft fired most of the devs involved with id Tech development. Much cheaper for the accountants to want to use a cut and paste engine,than having to hire experienced people to develop engines and spend time on people optimising performance and features. In the end the cost gets transferred on the person having to spend more on the hardware side - it doesn't show on the balance sheet of the company making the games.
That's very true, plus paying less for cheaper, less experienced and generally less good developers, because the good ones are actually expensive. But it's not even that they need to write an engine these days, they could at least learn how to use well existing ones - and as shown on frame analysis few times, even that's very rare these days.
As long as their margins go up that is all that matters. Its why AA studios and Indie devs,who are more likely to develop games out of passion and personal ambition are increasing pushing the market forward.
Which is exactly why I tend to stick to those smaller games - passion and often skill. Many of them are ex corp developers with very good experience too, which shows.
 
Oh good, the future.

tmp.webp


Already have upscaling as a game requirement today AND lots of supporters for the core or side effects of using upscaling.

Upscaling, Generated frames, AI filters, once people grow up with this being around, it will be normal and granddad should get back to bed talking about "native" frames.
Huh? That train has left already, this isn't new, this is old news in AAA. :p
 
While it looks impressive one problem I have is the consistency isn't quite 100% - for example if a character is walking along with their head bobbing back and forth in a regular pattern I can't unsee how the face kind of morphs between two close but not identical versions of itself between each of the extremes of movement.

Had a similar issue with earlier versions of DLSS, though it is harder to notice now though I still see instances of it, where the consistency wasn't quite there when seeing the same view regularly interrupted for example if driving down a road with fence posts every few metres which would briefly block your view of the scenery behind.
 
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Haven't watch the Nvidia release video so apologies if this has already been covered.
Are Nvidia going to lock DLSS5 to 5-series only, even though it's been proven to run as far back as the 2-series?
 
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Oh good, the future.

tmp.webp


Already have upscaling as a game requirement today AND lots of supporters for the core or side effects of using upscaling.

Upscaling, Generated frames, AI filters, once people grow up with this being around, it will be normal and granddad should get back to bed talking about "native" frames.

I guess DLSS 5 can do pretty close what a RT/PT games looks, so the drop isn't that high anymore.
More on this, I guess people stop saying: I don't see any difference over raster. :D
 
Ok I got impatient waiting for the SDK and hacked it into my UE engine build.

Interesting the difference in this kind of scene....it's definitely a nice improvement, the lighting on the ship looks a lot more grounded in the skybox, the lighting from the nebula in the background seems to be casting the diffuse light onto the ship much more realistically. Me like.

Screenshot 2026-09-02 081220.webp
Screenshot 2026-09-02 081245.webp


GPU time doubles from 7.5ms to 15ms mind!
 
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While it looks impressive one problem I have is the consistency isn't quite 100% - for example if a character is walking along with their head bobbing back and forth in a regular pattern I can't unsee how the face kind of morphs between two close but not identical versions of itself between each of the extremes of movement.
There's a chance that in modded version it doesn't have very well implemented motion vectors from the game. But frankly, even with temperature 0 and same seed AI is not 100% deterministic (easy to see with LLM) and each time one generates new output it's a bit different. This is to be expected, they can try to minimise it but likely won't be able to eliminate it. That's just the nature of this beast.
 
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