DLSS 5 Makes Its Official Debut on September 3rd in NBA 2K27, Bringing 3D-Guided Neural Rendering to Games

Peter_Brosdahl

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NVIDIA has officially announced that DLSS 5 will make its debut tomorrow with the release of NBA 2K27, whereby AI can potentially improve scene rendering in games. The DLL files for DLSS 5 recently leaked online after being discovered in an early build of the next NBA title from 2K and Visual Concepts. Modders were […]

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I don't know, the footage in that video was a wow for me. I didn't expect it to look that good but I didn't watch enough to confirm if a pre-rendered cutscene or render in game.
 
Honestly this looked like LA Noire to me, straight from the uncanny valley. Some of the other games modders unofficially enabled it on look far better to me.
 
Here's what I don't understand. Presumably the AI isn't creating something from nothing. Enhanced views of veins and scarring and such being more prominent has to be data that is there that is being made more highlighted... right? If that is the case WTF are the dev's not doing that from the jump?!
 
Here's what I don't understand. Presumably the AI isn't creating something from nothing. Enhanced views of veins and scarring and such being more prominent has to be data that is there that is being made more highlighted... right? If that is the case WTF are the dev's not doing that from the jump?!
That's a good point... why not run your textures through DLSS 5, then just revise your textures to match the AI-enhanced content
 
Here's what I don't understand. Presumably the AI isn't creating something from nothing. Enhanced views of veins and scarring and such being more prominent has to be data that is there that is being made more highlighted... right? If that is the case WTF are the dev's not doing that from the jump?!

This has been my main argument. The developers can already create high quality characters. Why not just do this on the developer side, sans DLSS5/AI.

Just natively create higher quality NPCs in the game /shrug

This is why quality settings exist in the game anyway. Create a new graphics setting in-game called "Photorealistic" or something fancy, that sits above "Ultra" settings, for people that want to cut their framerate in half, but want the absolute best quality the developer can provide. Then leave the settings under that, the more LOD'ed out versions, less detail, that run fine.

I dunno, I just don't see the point, why put the burden on NVIDIA/AMD to use AI to up the detail of games, and not the developer who is making the game themselves?
 
This has been my main argument. The developers can already create high quality characters. Why not just do this on the developer side, sans DLSS5/AI.

Just natively create higher quality NPCs in the game /shrug
This is a filter that is applied after the regular rendering passes, meaning you can't do it prior to rendering the scene. It is applied to a whole scene not just assets.

Here's what I don't understand. Presumably the AI isn't creating something from nothing.
Oh, but it does, create something from nothing. It detects a human face it tries to hallucinate a photoreal version of it. Sometimes it works out great, sometimes it doesn't.
 
I guess my point is, developers can already just add this much detail to their characters in the first place.

They don't really need DLSS 5 to make their characters look better. They can just create them that way in the game design to begin with.

Remember when DLSS meant improving performance? Peppridge Farm remembers.
 
I guess my point is, developers can already just add this much detail to their characters in the first place.

They don't really need DLSS 5 to make their characters look better. They can just create them that way in the game design to begin with.

Remember when DLSS meant improving performance? Peppridge Farm remembers.
I wonder how much additional overhead this is to be 'generating' the more detailed or 'realistic' look for characters? Personally... I'm not looking to use DLSS5 to make my games slower in order to alter the vision of the game..

BUT... if properly integrated into the spaces that make sense in the game by the developers and tuned... I bet the implementation could be much more refined.
 
I wonder how much additional overhead this is to be 'generating' the more detailed or 'realistic' look for characters? Personally... I'm not looking to use DLSS5 to make my games slower in order to alter the vision of the game..

BUT... if properly integrated into the spaces that make sense in the game by the developers and tuned... I bet the implementation could be much more refined.

 
The Founders Edition, limited to a single 12V-2x6 connector, dropped framerates by 42 to 49 percent with DLSS 5 enabled and consistently hit its 575 W power limit while doing so. The MSI Lightning Z, with a dual-connector setup and a 1000 W limit, took a smaller hit and held better 1% lows, while pulling far more power. In Hogwarts Legacy, it jumped from 480 W to 720 W with neural rendering active, which is a sizeable 50% increase. That leaves single-connector RTX 5090 cards apparently underprovisioned for a feature this demanding, at least unofficially.


All you peasants with 600W max 5090 cards can suck it! :D

Time to invest in specially modded 1000W 5090.
 

All you peasants with 600W max 5090 cards can suck it! :D

Time to invest in specially modded 1000W 5090.
I'm happy with my 4k 5090... (after extended warranty), No thank you to the 6k versions...

And to be honest for my 4k gaming... I turn DLSS off most times... as it adds artifacting even with just DLAA in the games I play.
 
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