Modders have already found two ways to make DLSS 5 playable, and neither one is Nvidia's

Julio Franco

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When we benchmarked DLSS 5 across the entire RTX 50 series last week with no frame generation inflating the charts, the numbers were bleak enough on their own. An RTX 5090 fell from 192 FPS to 76 FPS at 4K. An RTX 5060 Ti dropped from 129 FPS to 46 FPS at 1440p.

But another key detail was that enabling upscaling brought back a mere 9% in performance, and that's because DLSS 5's neural rendering pass runs after upscaling, on the final output frame, so its cost scales with your monitor's resolution rather than your render resolution. It's taking the modding community less than two weeks to produce two independent attacks on that problem, with caveats. One moves the neural pass earlier in the pipeline. The other moves it off the graphics card entirely.

Running the neural rendering before the upscaler

The first is Neural Upstream, a ReShade add-on now installable through the DLSS5-Autopilot tool. The idea is a single reordering: instead of render > DLSS Super Resolution > neural rendering at output resolution, it does render > neural rendering at render resolution > DLSS Super Resolution > output.

Because the neural network only enhances a frame and never upscales it, running it on the smaller image is where the saving comes from. At 4K with DLSS Quality, the model chews through roughly 2.7 million pixels instead of 8.3 million.

The numbers posted to r/nvidia are striking – even if they don't represent the Nvidia's original take on DLSS 5, it's all about experimentation at this point: on an RTX 4080 in Assassin's Creed Shadows at 4K the feature's cost dropped from roughly 32 FPS to 13 FPS, making the upstream route around 61% faster. Testers have since reported similar behavior in Stalker 2, Cyberpunk 2077, and GTA V Enhanced. OptiScaler has an experimental feature doing something comparable through its own hooking system.

The catch is obvious though. If you feed a neural network less image data, then you get less out of it. Nvidia almost certainly placed the pass last because that's where fidelity is best, and DLSS 5 already has an uncanny-valley problem it could not afford to make worse.

Take two: Give neural rendering its own graphics card

The second approach comes from Marcelo Guibout who published MGPU Bridge, a ReShade add-on that renders the game on one GPU and executes the neural pass on a second one.

Neural rendering is a terminal stage, so it takes a finished frame and hands back a finished frame. Nothing about it requires the same device that drew the frame. Let's not forget the first time Nvidia showcased DLSS 5, it was way less optimized and it took two RTX 5090s to run properly, with a single card dedicated to neural rendering.

Measured on two RTX 5060 Ti 16GB cards in The Blood of Dawnwalker at 1080p:

DLSS mode DLSS 5 off On the render card On the second card
DLAA 67-70 44 67-70
Quality 98-99 54-55 91
Performance 127-131 59 106-107
Ultra Performance 172 69-71 157

The neural stage takes 35% to 60% of the frame rate when it runs on the render card, and 0% to 17% when it runs on the other one. The render card also ran 21 °C cooler with the load moved off. The comparison people keep reaching for is the old dedicated PhysX card.

The asterisks are substantial, however. MGPU Bridge requires two GPUs and two monitors, one per card, because the neural output is displayed by the card that produced it. Image quality may not be exactly the same as the original DLSS 5 pipeline, too. However it does present the question/idea that an official way to do this in two GPUs would be interesting (albeit very expensive proposition in this state of the GPU market).

Everything else, bundled for RTX 20, 30 and 40

Running parallel to modders' performance work is compatibility work, which has reached the point where somebody had to build an installer for the installers. DLSS Unlocked, from developer ShyVortex, combines OptiScaler_DLSSNR with DLSS Enabler to deliver neural rendering and multi-frame generation on Turing, Ampere and Ada, on both Windows and Linux.

On RTX 20 and 30 cards, every generated frame comes from AMD's FSR 3.1 rather than Nvidia's pipeline. On RTX 40, the first generated frame goes through DLSS-G and the rest are handed to FSR 3.1. You supply your own patched DLSS 5 DLL, which the project won't distribute for legal reasons.

A must-have warning with all this DLL injection... keep it away from anything with anti-cheat, and be careful where you source DLLs from after the malware warning DLSS Swapper's creator issued earlier this year.

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You don't even need a video game to use this technology with complete freedom. It's called image synthesis and has been around for over five years. This is just Nvidia's attempt to profit from that open source development by rebranding the tech as a new generation of upscaling.

Considering the look replaces the intent of the original artist... I would call it "Guessed Graphics". Instead of an actual increase in fidelity achieved through higher quality assets and native rendering, they developed tech to guess at what the game might look like, had more effort and resources gone into it.

In practice? It wrinkles faces and squashes darker tones. Compute heavy post processing filter.
 
You don't even need a video game to use this technology with complete freedom. It's called image synthesis and has been around for over five years. This is just Nvidia's attempt to profit from that open source development by rebranding the tech as a new generation of upscaling.

Considering the look replaces the intent of the original artist... I would call it "Guessed Graphics". Instead of an actual increase in fidelity achieved through higher quality assets and native rendering, they developed tech to guess at what the game might look like, had more effort and resources gone into it.

In practice? It wrinkles faces and squashes darker tones. Compute heavy post processing filter.
Depends, if the geometry of the 3d model is good - the improvements are good. If it's working with too few reference points..it's bad.
Tested it with DLSS 5 Swapper in quite a few games now - it's always the ones that already has high fidelity models that turns out good. You can also adjust the intensity of the layering, my experience is that 1x layering looks fairly close ot the original with some noticeable improvements...3x layering - that's where you move into uncanny valley, and it's also what every "showcase" video on the net is using for some wierd reason
 
Depends, if the geometry of the 3d model is good - the improvements are good. If it's working with too few reference points..it's bad.
Tested it with DLSS 5 Swapper in quite a few games now - it's always the ones that already has high fidelity models that turns out good. You can also adjust the intensity of the layering, my experience is that 1x layering looks fairly close ot the original with some noticeable improvements...3x layering - that's where you move into uncanny valley, and it's also what every "showcase" video on the net is using for some wierd reason
I'm curious about your testing results comparing the performance hit of 1x layering to 3x layering?
(P.S. Thank you for taking the time to run these tests, your efforts are appreciated by lazy-asses like me.. ;) )
 
You don't even need a video game to use this technology with complete freedom. It's called image synthesis and has been around for over five years. This is just Nvidia's attempt to profit from that open source development by rebranding the tech as a new generation of upscaling.

Considering the look replaces the intent of the original artist... I would call it "Guessed Graphics". Instead of an actual increase in fidelity achieved through higher quality assets and native rendering, they developed tech to guess at what the game might look like, had more effort and resources gone into it.

In practice? It wrinkles faces and squashes darker tones. Compute heavy post processing filter.
That's nVidia in a nitshell - buy some ailing hardware company, integrate it, write some code, sell It for a premium. Shouldn't They be called software company at this point?
 
I'm curious about your testing results comparing the performance hit of 1x layering to 3x layering?
(P.S. Thank you for taking the time to run these tests, your efforts are appreciated by lazy-asses like me.. ;) )
The intensity of the effect doesn’t meaningfully change the performance hit.

The additional layering is a relatively small amount of the overall compute being done to accomplish the effect.
 
I'm curious about your testing results comparing the performance hit of 1x layering to 3x layering?
(P.S. Thank you for taking the time to run these tests, your efforts are appreciated by lazy-asses like me.. ;) )
Not by alot - 2-3 fps. Biggest problem now is that the entire «frame pipeline» is impeded as the dlss 5 filter is processed on the final frame - not before it’s upscaled.
Optiscaler is doing another approach where they switch where it happens in the pipeline - with some good results (average 15 fps difference on 4k). I suspect there will be a «performance» profile for this from Nvidia at some point
 
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