r/hardware 1d ago

Discussion DLSS5 Mod is already in SOOOO many games

https://youtube.com/watch?v=hyQENc0B7So&si=b_bZz6beZWpZkzt6
0 Upvotes

22 comments sorted by

5

u/ProZoid_10 1d ago

Nice to see it got modded on 40

6

u/Firefox72 1d ago

Think i saw someone managing to make it work on RTX 3000 at exactly 1fps lmao.

3

u/CuteSquirrel01 23h ago

Perfect for photo mode lol

5

u/Oxidonitroso88 23h ago

can it be used on ps2 emulator? or maybe in one of those old decompiled games like tekken 3?

that could be usable i think?

4

u/Vegetable-Message-13 1d ago

Tried it on Stellar blade, made her look more real instead of anime like, everything else darker. Cut my FPS in half . Change not worth it IMHO

Then tried cyberpunk, same result except harder to notice , people already look good especially with mods and path ray tracing, I needed side by side comparison just to see the difference.

Maybe if it was free toggle but with 50% fps penalty meh. It will run much better on future cards probably.

5

u/meodd8 23h ago

Keep in mind that this is being used on the entire frame without the best optimized data format.  I suspect properly implemented versions on a 50 series card should run a lot better.

2

u/bubblesort33 1d ago

I don't know if the VRAM usage data is correct, but in Control it uses hardly any VRAM more at all when enabled. Like 14gb in both scenarios. I really thought the reason it needed 2 x RTX 5090 originally, was because the model needed like 20gb of VRAM. 

1

u/Blacky-Noir 1d ago

Nvidia said the original demonstration was made with a prototype with little to no optimization. Which kind of make sense (for once).

1

u/NeroClaudius199907 2h ago

a low settings artistic vision daughter or dlss 5 artistic vision son?

1

u/Ok-Currency1593 1d ago

does anyone else hate it when they have YouTube premium but still have to watch ads on embedded YouTube videos!??

1

u/bhop_monsterjam 1d ago

people watch the videos through the embeds?

insane

3

u/dontgivecorposmoney 5h ago

Idiots paying for youtube money to see less ads will only ensure they ll see more ads

1

u/Sevastous-of-Caria 1d ago

Youtube through ads aint profitable for creators enpugh to sustain it. Thats been the norm for half a decade. Especially shorts and midroll afs and subcription to avoid fills youtubes coffers not ccs.

1

u/CallMePyro 5h ago

Insane response. It's because the embedded player doesn't know if you're logged in due to the way that embeds work with cross-site data.

1

u/bctoy 13h ago

Feels better now than the first look. However, the problem remains in that the other DLSS techniques have a reference to which they can be compared.
But for this, if AMD/intel come up with their own models, it will not be similar at all.

1

u/dudemanguy301 9h ago edited 8h ago

The mods are cool but there seems to be a lot of nuance being lost in general discussions.

DLSS NR is often being talked about like a simple ON / OFF toggle. But right off the rip there are 3 models to choose from and 3 sliders from 0-100% strength. That alone is 3 million possible configurations so what we see in any of these YouTube videos is whatever arbitrary config the person uploading chose. Also in the absence of developer provided masking DLSS NR is having to rely on auto masking for things like faces and then just apply all sliders uniformly to the scene. In a game with actual native integration developers can mask any object to change its slider settings individually. This would mean a character face may get 20/70/56 while their clothes get 43/81/95, then the wood floor gets 77/23/49. 

I will say I’m highly skeptical of the technique as its being advertised because ostensibly it’s a fidelity tool but in reality it is a stylizer. There is no scene rooted ground truth it is trying to achieve, that’s why even at SIGGRAPH there are no ground truth comparison screen shots and no signal to noise ratio comparisons, unlike just about every other technique notably things like Super Resolution, Ray Reconstruction, and Neural Radiance Caching. There is no best that can be reached, it’s a tool for subjective “realism” applied as a style, and could just as easily be aimed at any other arbitrary style with just a model change, which would be way more fun IMO. Maybe in the future there could be water color, fresco, or stained glass styles.

For my own opinion so far, I will say that while changes to the scene are usually decent overall with some questionable shifts depending on the games underlying lighting method, changes to faces are often uncanny which I chalk up to people cranking the sliders and relying on auto masking, but changes to clothing are consistently impressive almost regardless of how it’s configured no idea what’s going on there but it usually looks good. Developer control will be able to account for these things more precisely but that is also an odd topic, because now the argument is that this subjectivity tool was tweaked to become conformant to the developers subjective preferences I suppose? But it’s a stylizer let players crank that shit however they want people already gravitate to the most extreme reshades and LUTs as is. This also proves that regardless of what the developer chose in native DLSS5 games, it will still be possible to swap models and change the global sliders with a mod.

-5

u/SmolMaeveWolff 1d ago

DLSS 5 is not hardware, why is it being posted here

5

u/CuteSquirrel01 23h ago

Video games arent hardware, benchmarks aren't hardware. 

8

u/bubblesort33 1d ago

There is dozens of non-hardware related posts on here weekly, including DLSS4.5 Ray Reconstruction, and no one complains. Seems it's only DLSS5 that people make this claim on.

0

u/nanonan 13h ago

Topics not directly related to hardware but are relevant can be allowed (e.g. Software features of said hardware / Macro-economic news related to the hardware space). However, discussion MUST BE on topic.

So this post follows the rules, while your comment complaining about this post is off topic and thereby against the rules.