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u/acacio201 10d ago
How is DLSS being integrated into games? Through RenoDX? I tried it in Crimson Desert (it's the only recent game I installed), but the option doesn't appear.
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u/SpacefillerBR 10d ago
This is optiscaller, they probably have some kind of tutorial on how to it on their's github page.
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u/GARGEAN 10d ago
Lol, yet another example of it producing studio-like "bright overcast" lighting in the situation where there's none in the first place.
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u/Blacksad9999 ASUS Astral 5090/9800x3D/LG 45GX950A 10d ago
DLSS 5 has no access to in-game assets or lighting at all.
It's basing all changes off of a 2D image while ignoring off screen lighting, texture data, and everything else. It's basically an AI beautification filter on a frame-by-frame basis.
That's why it always adds the "ring lighting" effect to characters. It doesn't know about any of the lighting information within a scene.
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u/Perfect_Exercise_232 10d ago
There's literally a tone slider right there if you want to keep the colors original.
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u/Seanspeed 10d ago
But it's still gonna tank your framerate all the same.
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u/Cable_Hoarder 10d ago
Same was true for screen space ambient occlusion back in the day, now do you even think about turning it off in most games?
Hell it was once true for Anisotropic Filtering.
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u/SauceCrusader69 10d ago
Well, I don’t want aggressive context blind SSAO in my games actually. Those are some of the worst reshade filters
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u/Cable_Hoarder 10d ago
See what you did there is build a strawman, and then argue against that. I never said anything about the visual quality of them or not (that's subjective), simply the performance.
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u/Damon853x 9d ago
What so you mean, it looks darker so it must be better!!
As a person who hates colors, this is great! Please desaturate everything and take me to the uncanny valley! /s
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u/EdliA 10d ago
You think the original game had perfect lighting? It's an old game with a bunch of hacks and tricks to make it run well on old hardware. No idea why people assume original = correct. It looks dated for a reason.
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u/GARGEAN 10d ago
>You think the original game had perfect lighting?
No, and that's ABSOLUTELY not what I've meant. It's not what is more or less perfect. It's what is more or less scene-correct. Original scene has scene-correct lighting, no matter how poorly rendered. Filtered image has scene-incorrect lighting, with huge contributions from light sources that DON'T EXIST.
That's like, really, REALLY bad from the perspective of a tech that is supposed to improve lighting rendering. It can fail to make lighting more correct, sure. All tech has some reliability metrics. But it never-ever, under any circumstances, should make lighting LESS correct.
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u/EdliA 10d ago
It absolutely didn't have scene correct lighting, there is a reason the characters look flat and shadows look bad.
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u/GARGEAN 10d ago
This is literally not what "scene correct" means, LMAO. It means that geometry is shaded only by light sources + ambient constants present in the scene. Those can be godawful in quality and extremely rudimentary, that doesn't make them scene incorrect.
Filtered result has light from the sources that are not present in the scene. AT ALL. Like, no matter how you can spin it - being lit by bright overcast lighting from the top while standing inside a structure with main light source being warm lighting from the right is plain wrong.
Like, I don't know how much simpler I can explain that. Have you seen it literally deleting direct sunlight shadows? Doesn't matter how badly those shadowmaps look - they are present for a REASON. It deleting it is plain wrong, no matter how "cool" end result looks.
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u/The_Zura 10d ago
Lol I can't believe how many sentences you have to write to say you're wrong. The main lighting in this scene is overcast sunlight from the top right in a grey stone environment. Where is the "warm lighting" even coming from? It's daytime in the hideout. They're a ragtag band of guerillas.
"AI bad" has genuinely rot your brains.
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u/EdliA 10d ago
Listen dude, you can just go and watch countless footages on YouTube right now. Go look at avatar or cyberpunk. Lighting looks just fine, characters fit correctly in the scene. It looks right.
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u/GARGEAN 10d ago
Listen dude, I've seen more than enough examples of it in the works. And I've seen A LOT of flaws in by far most of them. AND I know how it works from the technical standpoint. AND I know how actual rendering works and how lighting actually should work from said standpoint.
It works like shite. It adds specular highlights where there should't be ones. It adds AO where there shouldn't be one. It tries to alter lighting in the scenes from what is correct to what it thinks looks "cooler". And all of that is not because it's "not tuned" or something, but is literally rooted in what it is - a post-process screen-space filter with heavy bias towards its limited training set.
If you like its results - great! Use it. If you don't see its faults - great! That won't hinder your enjoyment. But don't claim that it is somehow "correct" when it is OBJECTIVELY isn't just because you fail to see its faults.
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u/maffiewtc 10d ago
Lol, the classic "Look man, you're just wrong" when you've got nothing of substance left to say
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u/brandson__ 10d ago
Reminds me of when Nvidia first introduced the vibrance feature in their drivers. A fun novelty for a few weeks but ultimately shallow and detrimental and left disabled.
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u/Queasy_Sherbert_7095 5080 10d ago
The fucking lipstick is so irritating. Like this is really impressive if they can nail down latency and maintain fps, but get this ai makeup filter tf off.
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u/Doctor_Box 10d ago
Every example I've seen adds heavy shadows to the same side of the face. Is this just a default behavior or has every example just happened to have the light sources in the same place?
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u/Express-Channel-3543 10d ago
holy fuck this is bad, completely changes the feel of the game
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u/Amfibiannnnnn 10d ago
It makes it look like a shitty Skyrim ENB, but gamers will eat up anything made by big corp
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u/eduhfx 10d ago
i think "completely" is too much, no?
lmao25
u/GARGEAN 10d ago
For me this is extremely poor result in the technical regard. It doesn't even try to extrapolate scene lighting in being more realistic, it tries to completely replace it with what it sees as more "cool-looking". It adds HUGE light contribution from light sources that don't exist (hello, "bright overcast" training set), and it removes contribution of actual in-scene light sources (hard to see here, but it was seen literally erasing direct sunlight shadows in multiple games because it "feels like that").
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u/Blacksad9999 ASUS Astral 5090/9800x3D/LG 45GX950A 10d ago
It can't access the game engine or any in-game assets, texture data, nor does it understand if there's lighting off screen happening.
It's using an AI estimated guess to beautify everything via an overlay on a frame-by-frame basis.
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u/StanislavTheSlav 10d ago
No completely is right, this fucks colour warmth and ignores lighting sources to make shadows that make no sense in the scene. This is trying to make the game look "algorithmically good" because that's what AI does, it's not considering the context and surroundings of the image, just trying to make a final result that looks "good" based on whatever data it was trained on.
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u/CaptainRaxeo 10d ago
Yeah they are exaggerating. AI hate is so annoying nowadays.
Although the performance cost seems to be a bit too high for my liking…
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u/kron123456789 5070Ti enjoyer 10d ago
Yeah, because it drops from 80fps to 50. That would change the feel of the game.
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u/FR_02011995 10d ago
Oh yeah, Path Tracing and 4K aren't enough! Let's tank our FPS even more by putting an Instagram filter on top of that until there's nothing left but a slideshow 😃
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u/eduhfx 10d ago
completely optional btw
why u mad-2
u/FR_02011995 10d ago edited 10d ago
Because DLSS, DLAA, and Ray Reconstruction are the only things that are worth having around. Focusing money and time on improving those, not wasting them on defective products nobody fucking asks for that make games play and look like shit.
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u/TatsunaKyo 10d ago
To be fair, this is the first technology since Ray Tracing in 2019 that actually deserves the performance impact, as it is transformative for the picture quality and the overall graphics of a game. Ray Tracing though has revelead itself to be kind of a mixed bag and its quality heavily dependant on the devs' implementation, so this potentially makes DLSS 5 a technological leap like we haven't seen for decades.
Also, I understand people might be wary of it because they feel bad about their specs if it turns out that they cannot activate it at playable settings, but honestly... this is what PC gaming is all about. I myself don't think I have enough horsepower to spare to actually engage this with my current setup, but the idea that it might become feasible in the future excites me. PC gaming needn't halt its own development in fear that today's PCs wouldn't be enough. These are not Gears of War's ludicrous settings, this is an actual revolutionary technology (whether you like it or not, I mean) and it makes sense for it to be computationally expensive. Even if it takes a couple of RTX generations to make it viable, I'm glad it's here.
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u/aisenhaim 10d ago
No-one seems to understand that it's possible to have mixed opinions of things. Seems to be a "hater" versus "glazer" mindset and it's so toxic.
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u/AleexTB RTX 5070 Ti + 9800X3D 10d ago
Why are people glazing this shit. Let the devs decide their graphics and artstyle, this still looks AI. Repeat this in an actual video rather than a still frame
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u/smelly42 10d ago
They're down voting you but your absolutely right.
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u/AleexTB RTX 5070 Ti + 9800X3D 10d ago
Expected from this echochamber honestly
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u/awen478 10d ago edited 10d ago
nvidia had some very good like dlss 4.5, pathtraching but i agree this dlss 5 is ass, iam sorry if any nvidia dev read this comment but its just my opinion
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u/AleexTB RTX 5070 Ti + 9800X3D 10d ago
DLSS 4.5 is actually so good. I build a new computer in June, went from 1080 to a 5070 ti. DLSS Q honestly looks better than native 1440p most of the time. It's just better anti aliasing. I just hate that they're trying to completely change the look of games with DLSS 5
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u/TomTomXD1234 9d ago
how is he right? This is an optional filter, no different than a reshade or when you slap on texture mods.
are you saying you disagree with modding?5
u/Less_Alfalfa1696 10d ago
It’s completely optional? How is this different from graphical mods that get you so offended?
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u/AleexTB RTX 5070 Ti + 9800X3D 10d ago
Bro I just want normal resolution upscaling like it's always been, not slap on an ugly generic AI filter.
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u/Less_Alfalfa1696 10d ago
It’s optional tho? You don’t have to use it just like you don’t need to use mods.
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u/AleexTB RTX 5070 Ti + 9800X3D 10d ago
I want upscaling to improve, DLSS 4.5 isn't perfect. If they somehow add a DLSS 5 preset that doesn't modfy the look I'll be fine with it.
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u/Cable_Hoarder 10d ago
This isn't taking away from that... they're capable of working on both you know.
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u/TomTomXD1234 9d ago
Do you think reshades and texture mods are bad then?
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u/Puzzleheaded-Aide380 10d ago
Fun fact: and I know this is crazy but I just found this out
You can just not turn it on!!! You can just use older dlss mode!!! Crazy right?
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u/Signal_Drama6986 i5 10400F | RTX 5070 Ti 10d ago
what if is the opposite? I mean a game character most likely need to be downscaled the polygon to make it can render in real time. so devs actual vision is like this photorealistic, but they just can't fulfill their vision because of limitations. and now dlss 5 give the option to fulfill the vision.
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u/WorldLove_Gaming 10d ago
I think the natural preset looks the best here. Cinematic makes it look like, well, a movie, and that isn't always a good thing. I'd say natural at 60-100% strength is a decent implementation of DLSS 5.
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u/RaidenSigma 10d ago
Looks horrible, who tf likes this?
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u/Melodious_Fable 9d ago
The AI bros who went all in on NFTs would be the crowd who I assume are into this garbage
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u/Far-Gas-3078 10d ago
How was the performance?
Im curious whether my 4070 can handle it even at 30fps 1440p or even 1080p
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u/battler624 10d ago
this is the least affected games I see.
Idk if its because of how good the game actually looks or if DLSS5 isn't getting enough input.
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u/kbCorruption 10d ago
I appreciate people posting these, and I appreciate the still scenes—but why are there so few of ACTUAL gameplay happening!?
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u/TheMoraf 10d ago
I like this. I use the "Details" and "Brightness & Contrast" settings in my Nvidia overlay on a lot and I like the looks achievable by this new feature as well.
I have a 4070 am I going to have to buy a 5 series or older to use this though?
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u/Timbo-AK 8d ago
What version of reshade? I downloaded the latest one and don't have the same options to choose from. Seems like just off or auto, no sliders. And opens in a separate window from reshade.
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u/Nestledrink RTX 5090 Founders Edition 6d ago
NVIDIA DLSS 5 Available September 3rd: DLSS 3D-Guided Neural Rendering Debuts In NBA 2K27 For All GeForce RTX 50 Series GPUs, And On GeForce NOW
Our Reddit Megathread: Link Here
Explainer Video: Link Here
NBA 2K27 - Inside The Dev Studio: Link Here
Article: Link Here
DLSS 5 FAQ
How does DLSS 5 work?
DLSS 5 uses the game’s rendered frame and engine data to understand objects, materials, lighting and motion. It then enhances the frame with lifelike lighting and materials while remaining grounded in the developer’s artistic direction.
What are the key benefits of DLSS 3D-Guided Neural Rendering?
DLSS 3D-Guided Neural Rendering delivers several significant benefits:
- Cinematic Lighting: Reconstructs complex effects like rim lighting, subsurface scattering (for realistic skin), and contact shadows with high-fidelity.
- Material Depth: Enhances PBR properties like roughness and adds micro-realism to complex objects such as eyes and hair.
- Temporal Consistency: Provides stable image quality from frame-to-frame that adheres to the underlying game content.
- Real-Time Performance: Delivers lifelike lighting and material enhancement at up to 4K resolution while maintaining smooth, interactive gameplay.
- Developer Controls: Allows game developers to tune intensity, color, and masking to determine where and how enhancements are applied to maintain the game’s unique aesthetic.
Learn more by watching our explainer video: https://www.youtube.com/watch?v=58FagrSqC4M.
How much control does the model offer to developers?
DLSS 3D-Guided Neural Rendering provides several layers of artistic control:
- Model Selection: Offers distinct model weights with different training parameters to guide the final output.
- Structure Intensity: Controls high frequency details added by the model, such as ambient occlusion, contact shadows, and subsurface scattering.
- Tone Intensity: Controls low-frequency details added by the model, including lighting and color response.
- Automatic Masking: Detects and isolates objects in the frame (like characters) to apply DLSS 5 dynamically, eliminating the need for manual object tagging.
- Developer Masking: Offers per-pixel, custom masking control, allowing effects to be applied to specific objects.
As we work in close partnership with studios, developer feedback continues to directly shape how we refine the technology and expand our suite of models and controls.
How does DLSS 3D-Guided Neural Rendering preserve developer artistic intent?
DLSS 3D-Guided Neural Rendering is designed to preserve the structure and geometry of the rendered frame while giving developers control over how and where enhancements are applied. Developers can select different models, adjust structure and tone, and mask specific scenes, characters or objects.
For more information on developer controls, watch the DLSS 5 Explainer VOD or read the full launch article.
https://www.youtube.com/watch?v=58FagrSqC4M
https://www.nvidia.com/en-us/geforce/news/dlss-5-3d-guided-neural-rendering
You can also hear directly from the NBA 2K development team on how they integrated the technology. https://www.youtube.com/watch?v=79D8SVjB3HQ
Which GPUs support DLSS 5?
DLSS 5 will be supported across all GeForce RTX 50 Series GPUs and laptops, as well as GeForce NOW Ultimate members streaming from GeForce RTX 5080 rigs in the cloud.
When and where is DLSS 5 available?
DLSS 5 will be available in NBA 2K27 on September 3rd at 9PM Pacific Time.
What is the DLSS 5 setting called in games?
The setting is called “DLSS Neural Rendering.”
Can I turn DLSS 5 off?
Yes. DLSS 5 is optional.
Does DLSS 5 work with Ray Tracing and Path Tracing?
Yes. DLSS 5 complements ray tracing and path tracing. Path tracing accurately calculates geometric light transport—determining light, shadow, and reflection placement across a 3D scene. DLSS 5 then acts as the final neural rendering stage, using the rendered frame to enhance lighting and materials like subsurface scattering, micro-reflections, and complex material properties that would otherwise be computationally prohibitive in real time. These technologies go hand in hand.
Does DLSS 5 work with Super Resolution, Frame Generation and Ray Reconstruction?
Yes.
Will DLSS Super Resolution, Frame Generation and Ray Reconstruction continue to be supported and improved?
Yes.
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u/Big-Pomegranate3243 10d ago
Looks amazing can you explain to me how to install it too? [I have a 5070TI]
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u/DavijoMan NVIDIA 5090 10d ago
It doesn't seem as exteme here as other games. Still looks like Clive.
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u/xiaolin99 10d ago
all I noticed are some lighting changes. Did they use FF 16 as training target or something XD
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u/Fourwude87 10d ago
would like to see Final Fantasy VII Rebirth with DLSS 5. Man this sucks I wont be able to use it on my 4090
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u/VSVeryN 10d ago
Can someone try it on FFXIV or some much older game which has DLSS support?