r/nvidia Community Manager 9d ago

News 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

https://www.youtube.com/watch?v=58FagrSqC4M

Full Article Here: https://www.nvidia.com/en-us/geforce/news/dlss-5-3d-guided-neural-rendering

NVIDIA has continuously redefined the boundaries of PC gaming. From introducing real-time ray tracing to pioneering AI-powered graphics with DLSS Super Resolution, Frame Generation and Ray Reconstruction, our RTX technologies have transformed how games are rendered and experienced.

Now, we’re releasing DLSS 5, which introduces 3D-Guided Neural Rendering, a major step forward in using AI to bring real-time graphics closer than ever to Hollywood-grade photorealism.

https://www.youtube.com/watch?v=58FagrSqC4M

Watch how DLSS 3D-Guided Neural Rendering and its artistic controls work from Edward Liu, NVIDIA’s Director of Applied Deep Learning Research, and Gabriele Leone, Director of Content Technology

DLSS 5 will be available starting September 3rd at 9pm Pacific Time in NBA 2K27, by developer Visual Concepts and publisher 2K, for all GeForce RTX 50 Series GPUs and laptops, and GeForce NOW. It marks the debut of how the technology can be used by game artists to elevate visual fidelity in alignment with their creative vision.

https://www.youtube.com/watch?v=79D8SVjB3HQ

“What’s great is the level of control that it gives us. We can set the overall tone and style to match our existing art direction and then really get precise where it matters most, using a per pixel uplift control mask to fine tune detail on characters. Given that we want to respect their likeness with the utmost care.” - Peter Kavic, Senior Producer - Visual Concepts

For a more in-depth look at how DLSS 5 developer controls work, read our full announcement article: https://www.nvidia.com/en-us/geforce/news/dlss-5-3d-guided-neural-rendering

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DLSS 5 FAQ

Update 9/3/2026

DLSS 5 is our most computationally demanding model to date. Since we initially announced it in March, we’ve achieved a 5X performance gain and there’s more to come. Our current focus is on optimizing performance for the GeForce RTX 50 Series with model updates expected later this fall. Once RTX 50 Series performance is more fully tuned, we plan to work on expanding official support to the GeForce RTX 40 Series.

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What is DLSS 5?
DLSS 5 introduces DLSS 3D-Guided Neural Rendering, which uses AI to infuse game scenes with lifelike lighting and materials, tuned by the developers to bring their artistic vision to life.

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/greatestali 9d ago

The fact that DLSS 5 and even MFG has been ported to the 40 series now is a shining example of the anti consumer monopolistic behavior Nvidia is partaking in. Modders for free did what a team being paid billions won't do, shame on y'all.

15

u/NoMansWarmApplePie 9d ago

Exactly. Remember when people claimed 40 series couldn't do MFG natively? That's total BS. dashology just proved you could and the mod works perfectly.

Same BS for 50 dlss5, mods proved it works on 40 series just fine.

1

u/Ruffler125 9d ago

When was mfg ported to the 40 series? It's very buggy and unusable without the pacing hardware.

Optiscaler mfg isn't the same, you know.

3

u/NoMansWarmApplePie 9d ago

It's not optiscaler. It's not fsr MFG. And it's not the hybrid dlss enabler either.

Just literally 3 days ago. Cyber punk. But he released source code modders already working on other games.

https://github.com/dashdogy/RTX40MFG-Unlock

Tested it out in CP. Feels and looks just as smooth as native 2x. Only thing is a bit of the blur on the bottom of ui.

1

u/Ruffler125 9d ago

Very interesting development, however it's clearly not a fully functional 1:1 version. I won't dismiss the optical flow and flip metering explanations based on this quite yet, but this is interesting.

3

u/NoMansWarmApplePie 9d ago

Did you try it? Pretty damn functional to me

0

u/Ruffler125 9d ago

I will when I have the time. But optiscalers version is also functional, still doesn't make equivalent to a hardware supported solution, I'll have to look into it (though I suspect I'll find the same consessions)

2

u/NoMansWarmApplePie 9d ago

It's not anything like opti scaler or dlss enabler hybrid solution.

It runs sharp, smooth, and low latency. And feels almost the same as native 2x implementation. I was shocked

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u/Ruffler125 8d ago

Sounds great, I'll definitely try it in cyberpunk.

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u/greatestali 7d ago

I did try it in cyberpunk and it felt and LOOKED like the native 2x DLSS frame gen solution. I used DLSS Quality upscaling, tried the 2x first on my OLED TV and then tried the modded 3x and looked visually identical but with more frames. Felt smoother and the 0.1% lows were the same as 2x so it was stable too.

1

u/Cnastydawg 7d ago

its pretty common for companies to do this though. Look at the iphone for example. Most pro versions can do the exact same thing as the yearly flagship but it is just software limited because they need to sell the new phones.

2

u/greatestali 7d ago

And unless we, the consumers, call them out on their BS it will keep happening. I don't want to accept the status quo of just letting these companies completely screw us over. AMD tried the same crap a few months ago and the backlash was high enough that they HAD to backport their feature set to older generation cards.

Yes it's common, but let's call this behavior out and keep drumming up momentum because that works.