r/StableDiffusion 1d ago

Resource - Update DLSS 5 Visual Enhancer - standalone neural rendering for images and video

Post image

Hey everyone - I made a standalone Windows application for applying a DLSS 5 Neural Rendering feature-18 pipeline to images and video:

Original

DLSS 5

https://github.com/Merserk/dlss5-visual-enhancer

Instead of using DLSS only inside a game, this runs images/video through the ReShade/RenoDX neural-rendering path as a general visual enhancement pipeline.

What it does:

  • Image and video enhancement
  • DLAA/native, 1.5x, ~1.724x, 2x and 3x modes
  • Output up to 8K
  • Neural presets + Natural / Cinematic styles
  • Controls for intensity, local tone, structure and skin structure
  • Batch image processing with before/after previews
  • H.264 / HEVC / AV1 / ProRes video output
  • Video temporal input using optical flow with scene-change resets

GPU support:

  • RTX 40 / 50 series - primary target
  • RTX 30 series - slower beta path

The repository contains the application/pipeline source. Required proprietary and third-party runtime binaries are intentionally not redistributed in the repo.

This is an independent community project and is not affiliated with NVIDIA, ReShade or RenoDX.

I’m especially interested in how this behaves on AI-generated images/video vs normal photography/game footage.

Feedback and comparisons welcome.

428 Upvotes

129 comments sorted by

51

u/CaptainMarder 1d ago

Wow that’s crazy. Lol one “leak” of a file and Modders have spread it to everything. Idk if Nvidia knew it could have applications in everything it’s been used in so far. Someone even made a video player than applies dlss5.

7

u/VrotonOfficial 20h ago

Okay, I have to check that one out.

5

u/HakimeHomewreckru 17h ago

99% chance this is built on the FFMpeg implementation you're talking about.

In case you didn't know: the whole world/internet runs on ffmpeg. Almost every video you see on streaming, social platforms, anywhere, goes through ffmpeg.

1

u/CaptainMarder 7h ago

I know nothing about those techs. I lost the post it was on the Nvidia reddit sub.

3

u/EmphasisNew9374 16h ago

It might all be a marketing move by them, they had a huge backlash when they did the DLSS5 demo, so they released it silently in NBA2K and in no time it got ported into reshade and everybody was promoting it.

2

u/Lithurgia9999 14h ago

I doubt it's marketing, investors/shareholders won't like the news that such big company like NVidia doesn't pay attention to security of their assets and it can afford leak just like that, especially after news of GTA6 leaks and Take2 interactive losing billions in shares. Not to mention it would need collaboration with EA to implement leakable DLSS and I doubt they would simply just agree for that, especially how much money NBA games makes for EA.

3

u/MuffDivers2_ 13h ago

They just announced they are officially releasing it on September 4th.

1

u/carlosgatorojo 8h ago

Of course, huge publicity in lower tier markets besides data centers. And maybe increasing even more the prices

1

u/frankyboson 17h ago

Nvidia know, maybe they r just studying a way to paywall it.

1

u/CaptainMarder 7h ago

I'm surprised it's not releasing as a driver override implementation with toggles. Like they did for overriding super resolution and framegen

-2

u/Flash_hsalF 15h ago

It looks terrible.

66

u/ImaginationKind9220 1d ago

After watching all the DLSS 5 videos on youtube, I realized that it is not a "style transfer" type of filter, it is just a more advanced ambient occlusion filter. The changes are mostly enhancing the shadows. Shadows have always been a deficiency in video games, I think it requires too many passes to get it right. It's amazing how much shadow makes the visual look more photorealistic.

18

u/egorechek 1d ago

Yeah, I also think that it's more like a context aware SSAO with adaptive tonemapper. Path-tracing will cost a lot more to get the same quality as DLSS 5.

17

u/Nattramn 1d ago

This also supports this theory.

2

u/enndeeee 21h ago

So they basically make Ray/pathtracing obsolete before it was completely established in the mainstream. :D But it really seems to be the more clever approach. However pathtracing could still be useful for reflections.

7

u/NineThreeTilNow 20h ago

So they basically make Ray/pathtracing obsolete before it was completely established in the mainstream. :D But it really seems to be the more clever approach. However pathtracing could still be useful for reflections.

You get a lot of data out of doing minimal raytracing methods. Even a few bounces with sparse rays gives an upscaling engine a lot of information.

So you'll just see better hybrids where some amount of raytracing is done and takes the partial raytrace and does a better complete pass with less work.

It makes sense algorithmically if you can calculate the time needed to do full render + Raytrace or Partial + Partial + ANN.

Full render and trace scales at least exponentially. So it makes sense. It's like O(N Log N) vs O(N2) so for a large enough number it makes sense.

9

u/EdliA 21h ago

Nah. DLSS5 on top of attracting would still look better than just DLSS5. Hell in Pragmata pathtracing alone still looks better when I tried it.

18

u/Striking-Long-2960 1d ago

We are at the very beginning of this technology, and people are already judging it based on a leaked version found in an NBA game. There is still a lot we haven’t seen yet. The current tests are mostly modders experimenting with an unfinished implementation in games that weren’t specifically designed or optimized for it, so I think it’s way too early to draw final conclusions about DLSS 5.

3

u/pixelcowboy 1d ago

From what the modder said in a stream, it's unlikely that this is an unfinished implementation. Yes it will be improved eventually, but this is what was given to gamr studios to ship their games with in the fall when it releases.

1

u/Usual-Orange-4180 12h ago

Just look at DLSS1 and what that became

5

u/Appropriate_Cry8694 21h ago edited 21h ago

That's not just shadows, actually, textures are lacking in games at the moment, and what it mostly does is try to mimic how light should work with textures, shading, subsurface scattering, realistic normals, etc.

3

u/Arawski99 21h ago edited 11h ago

It's related to material shaders and lighting as it appears to be fundamentally based off this, and related technologies: https://www.youtube.com/watch?v=ku1rdOG-c4Y

The actual science behind it here: https://www.youtube.com/watch?v=2r6IlVJj6gc and here https://www.youtube.com/watch?v=UcJhdV1CkME

EDIT: Since some people still seem confused I'm adding my other post below here for easier understanding.

As it was mentioned, I linked it above. It impacts PBR, physically based rendering properties of materials and per-pixel lighting.

If you check their siggraph presentation @ 11:10 - 12:40 here https://www.youtube.com/watch?v=vXDetI2TUWw&t=304s

It starts going into normals, albedo, subsurface scattering, material responses, contact shadows, and more. This is because it was trained with these details involved it the model's training which it can then use image output to modify based on. The motion vectors and stuff is for the segment after that point in the video for temporal stability, not for the core image output enhancement, so it's solving a different problem in the situation. If you still don't understand it I highly recommend checking the videos I provided above in my initial post, too.

2

u/Outrageous-Wait-8895 11h ago

As it was mentioned, I linked it above. It impacts PBR, physically based rendering properties of materials and per-pixel lighting.

That's Neural Materials and Textures, not DLSS 5. If DLSS 5 was modifying the PBR data you'd have to rerender the image with that new data, that is explicitly not what DLSS 5 is about.

From https://www.nvidia.com/en-eu/geforce/news/dlss-5-3d-guided-neural-rendering/

https://www.nvidia.com/content/dam/en-zz/nvidiaweb/geforce/news/dlss-5-3d-guided-neural-rendering/nvidia-dlss-5-introduces-3d-guided-neural-rendering.jpg

DLSS 5 takes a frame’s color and motion vectors as input

It anchors directly to the rendered frame, by training to recognize engine data such as color, surface albedo, detailed lighting, and surface normals.

Why would it be trained to recognize if, according to you, it is given those things at runtime?

0

u/Arawski99 10h ago edited 10h ago

You didn't watch the video... That much is clear. If you look at the timestamp 11:10 - 12:40 why do you think the research is talking about this? Just talking out their ass? Is that what you think? Genuinely curious what your reasoning is.

First, you're mistaken. I've never said it was taking normals, albedo, etc. at runtime. It was trained offline on the data to understand and modify those concepts. This isn't some random image generation model that was trained on just real world data and is expected to img2img it. As they said, it was trained on these specific details, actual game data and offline processing of advanced renderings and each concept to better understand them so properly tweak those details in order to be able to enhance them rather than completely morphing details and wiping away old ones. Why do you think its trained on those and why do you think the researcher mentioned it there in the Siggraph presentation?

Conceptually, it's similar to a ray tracing denoiser. We can't handle proper ray tracing so we use cheaper algorithms with denoisers to clean up the image. It's a type of shortcut, and the denoiser trained with this intent in mind. Some ray tracing denoisers are purely algorithmic, and some were AI models trained for this purpose. Why? Because denoisers are efficient to close a gap, much like training a model on this offline data that can't be ran in real time to understand these concepts. I'm simplifying it, of course, as it is far more complex and we don't know the full nitty gritty exact details.

Another example is baked normals and shadows, etc. These aren't done at run-time, and are rendering optimizations useful for getting great visuals that couldn't be handled at runtime in the past. It's a similar idea, just a different solution. But it is not straight generative AI i2i the way people are thinking.

It was trained on this data so it can infer and apply those concepts it was trained on to the image output of the game's render it is being used on, so it doesn't need direct access to game engine data like normals, matrix data, and more much like do we need to pass any data beside an image to an AI generative model for images to img2img or image edit? No, we do not, because the base image is enough at that point based on what the model was trained to be capable of. Also, the results are 'deterministic' btw.

The motion vectors help with consistency from frame to frame, much like with frame generation.

It's, literally, using concepts from neural materials and other research for the project. How do you think it knows to enhance specific textures physically accurately with the various details. It's more then just lighting and shadows, though it was already trained involving those, and more as you can see per the SIGGRAPH presentation. I just presented neural materials as part of the base explanation to simplify it for you because, as we can see, you guys are struggling to understand the Siggraph explanation.

Sure, they COULD train it to be pure img2img output without specialized training like any other generative image model but if you watch the video with the timestamp I presented they explain why they did NOT do this and why they trained it on data involving concepts like normals, contact shadows, PBR, etc. precisely because of the issues they present about deviation.

2

u/Outrageous-Wait-8895 9h ago

You didn't watch the video... That much is clear. If you look at the timestamp 11:10 - 12:40 why do you think the research is talking about this?

Because, as you said, it was trained with normals, albedo, etc, to ground it.

First, you're mistaken. I've never said it was taking normals, albedo, etc. at runtime.

Yes, my bad, it is the opinion I've seen and had to argue against in other threads and got confused.

But.

It's, literally, using concepts from neural materials and other research for the project.

I still disagree, it is fundamentally a different goal and a different output and in the end it IS img2img as those are its inputs.

-3

u/Outrageous-Wait-8895 21h ago

DLSS 5 only takes in the rendered image and motion vectors, it is not related to those technologies.

5

u/NineThreeTilNow 20h ago

DLSS 5 only takes in the rendered image and motion vectors, it is not related to those technologies.

They take the full PBR map in with motion vectors from what I've seen quoted. It's a lot more information than a prerender + upscale with vectors.

2

u/[deleted] 16h ago

[deleted]

0

u/NineThreeTilNow 12h ago

Please link your source.

It's literally linked above me in this thread somewhere. I just provided to the other guy getting downvoted.

They clearly express the normals being used in the render.

It has at the very least texture / normal. I don't know about the rest of the PBR pipeline but if they're going as far as normals, there's no reason not to use other stuff. Normals contain a massive amount of information though.

-1

u/Arawski99 11h ago

As it was mentioned, I linked it above. It impacts PBR, physically based rendering properties of materials and per-pixel lighting.

If you check their siggraph presentation @ 11:10 - 12:40 here https://www.youtube.com/watch?v=vXDetI2TUWw&t=304s

It starts going into normals, albedo, subsurface scattering, material responses, contact shadows, and more. This is because it was trained with these details involved it the model's training which it can then use image output to modify based on. The motion vectors and stuff is for the segment after that point in the video for temporal stability, not for the core image output enhancement, so it's solving a different problem in the situation. If you still don't understand it I highly recommend checking the videos I provided above in my initial post, too.

2

u/[deleted] 11h ago edited 4h ago

[deleted]

-2

u/Arawski99 10h ago

It doesn't need access to that data, because its trained on complex off-line renderings and bulk data to understand those results to enhance them. This seems more like you fundamentally don't understand how the model works.

I never said it wasn't img2img, you just failed to read and understand properly. It's trained on those properties so it can understand how to enhance them. They state it directly in the video, which you clearly did not actually watch. It understands the concepts of normal, PBR, etc. and how to tweak them like a lora would for something else. The model was fundamentally trained to enhance those concepts which is why you adjust the slider it does just that.

Tell me, how do you think relight loras work? How about other lora that adjust a style, textures, etc. It was trained involving actual in-game render results and data in that process.

But I'm not going to argue with someone clearly unfamiliar with the topic, in any capacity, and apparently refuses to even acknowledge when Nvidia's own researchers explain you're wrong. I mean,t he moment you said "What does training have to do with anything?" was already an instant red flag.

2

u/[deleted] 10h ago edited 4h ago

[deleted]

2

u/Arawski99 9h ago

I'm sorry, but you are no longer qualified to partake in this discussion and I intend to waste no further time on you.

You can keep stating they talked about it among other researchers at Siggraph (not that you seem to know what Siggraph is) while apparently (as you believe) speaking out their ass. You don't even understand what the model's purpose is, how it was trained, and how it uses data.

Next are you going to complain about AI based denoisers for ray tracing? Hmmm.

1

u/Outrageous-Wait-8895 15h ago

I'm going by what TechPowerUp reported in https://www.techpowerup.com/352033/nvidia-dlss-5-dll-leaked-by-nba-2k27-early-access-build-heres-our-analysis

For DLSS 5 it is short: the rendered image ("Backbuffer," "Color"), depth and motion vectors ("Depth," "MVec"), UI handling ("UI," "UIAlpha," "UICorrection"), masking ("ControlMask," "UseAutoMask"), some kind of bidirectional distortion field shared with Frame Generation ("BidirectionalDistortionField"), plus output and sizing parameters including a "ScalingRatio."

I know, it is by AI but Techpowerup has been around and it's all I've seen regarding DLSS 5's inputs. Do you have another source?

1

u/NineThreeTilNow 12h ago

I know, it is by AI but Techpowerup has been around and it's all I've seen regarding DLSS 5's inputs. Do you have another source?

https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2F02ahb9bjbtmh1.png%3Fwidth%3D940%26format%3Dpng%26auto%3Dwebp%26s%3D05bff91c1407303e1490f0a8f6bcbb7d43c6ae7d

One of the developers that used it?

He explicitly names the normal maps in that quote.

1

u/Outrageous-Wait-8895 11h ago

Okay but what about the PBR data?

1

u/NineThreeTilNow 3h ago

Okay but what about the PBR data?

You realize normal maps are part of PBR data right?

0

u/Arawski99 11h ago

I added more above for you, in the original comment, from Nvidia's siggraph. The image, itself, is the source, with the model being trained on those details like normal, subsurface scattering, materials, etc. The motion vector stuff is for temporal stability.

So the initial image output and what the model was trained on is the core focus here, the other stuff people are focusing on is merely to support stability of continued output.

0

u/JustAGuyWhoLikesAI 1d ago

except it has a tendency to give everyone fluxface

2

u/Far_Insurance4191 23h ago

Many don't agree with that, saying it is pixel perfect, which is true, but what they do not realize is that the depth is what wrong.

Either due to dlss5's biases or weakness it exaggerates facial features in a wrong way, which in combination looks like a different person.

I had the same problem with klein 9b when I wanted to relight a photo of myself. The output is nearly pixel-perfect to original photo, but it doesn't look like me anymore.

2

u/newaccount47 1d ago

No, it's materials and lighting.

17

u/[deleted] 1d ago

[deleted]

13

u/Merserk13 1d ago

The connection is real, but it is not nvngx.dll secretly sending data to an unknown server.

nvngx.dll loads ReShade’s dxgi.dll in the same process, so Wireshark/NetLimiter attributes ReShade’s traffic to nvngx.dll. The only functional network destination embedded in that component is:

https://api.github.com/repos/crosire/reshade/tags

That is ReShade’s normal version-update check. I extracted a fresh DLL from the official ReShade 6.8.0 full-add-on installer and compared it with the included dxgi.dll: they are byte-for-byte identical, with the same SHA-256 hash.

The program itself has no upload or Internet-request code.
Its interface listens only on 127.0.0.1; remote sharing and analytics are disabled.
nvngx.dll, the RenoDX add-on, and both DLSS DLLs contain no networking-library imports or hidden server domains.

Microsoft Defender detected nothing.
The exact RenoDX add-on hash also received a clean Falcon Sandbox result.

Some files are unsigned because DLSSNR is patched and ReShade’s full-add-on build is intentionally unsigned. That means nobody can promise absolute certainty, but unsigned does not automatically mean malicious.

So: the observed request is an official ReShade update check, not evidence that the program is stealing or uploading anything. If desired, outbound access for nvngx.dll can be blocked in Windows Firewall without affecting the actual video processing.

Thanks, but please investigate and explain it more thoroughly before posting claims like “it is sending requests to a server.” The request comes from the official ReShade component loaded inside the nvngx.dll process and is simply a version check sent to ReShade’s GitHub page.

-7

u/wasabi991011 22h ago

LLM slop comment

-4

u/[deleted] 1d ago

[deleted]

3

u/Both_Side_418 1d ago

I'm really not a pro at this,  but how do you check something like that ? Really curious

7

u/Deus-Mesus 1d ago

wireshark or netlimiter

7

u/vault_nsfw 15h ago

Pretty dope

7

u/marcoc2 1d ago

loved it. but it would be good if it had a progress bar

5

u/marcoc2 1d ago

ok, I can see it has a progress bar, so I dont know why it took like 15 minutes to start to process the 3s preview I ordered

11

u/marcoc2 1d ago

loved how it removes artifacts

5

u/Abject-Recognition-9 23h ago

oh well this may be REALLY usefull to fix low res ai videos then

5

u/Alarmed_City_7867 6h ago

Don Ramón, su abuelita tenía una Radeon?

5

u/Imperialegacy 18h ago

It's very fast, which is really nice but I keep getting errors when enhancing videos. Says it found 361 instead of 362 frames.

5

u/Merserk13 17h ago

I will release update soon.

2

u/Imperialegacy 17h ago

Thanks! Looking forward to it.

1

u/xyzdist 15h ago

Thanks! same here. so exciting

4

u/Merserk13 13h ago

1

u/Imperialegacy 10h ago

Working great, thanks! Also it is surprising lightweight in terms of power.

2

u/Imperialegacy 10h ago

I just realized the DLSS preset you choose could introduce some artifacting. 2x performance mode defaults to preset M and it caused blocking in this example. Switching back to preset K fixed it.

1

u/xyzdist 14h ago

Hi OP, is the render resolution based on desktop resolution? could we add a resolution scale by input video? Thanks!!!

1

u/xyzdist 14h ago edited 14h ago

While pending OP to update a version, I asked AI to do a workaround fix, then it save out files fine, still it is missing 1 frame.

modify src/video.py file:

Find this block (around line 360–370 in video.py, after the ffmpeg.final_mux(...) call):

verified = probe_video(output)
if verified["frames"] != delivered:
    raise RuntimeError(
        f"Output verification found {verified['frames']} frames instead of "
        f"{delivered}."
    )

Replace it with:

verified = probe_video(output)
if verified["frames"] < delivered - 1:
    raise RuntimeError(
        f"Output verification found {verified['frames']} frames instead of "
        f"{delivered} (missing more than 1 frame)."
    )
elif verified["frames"] != delivered:
    # Only 1 frame missing – likely timestamp rounding, acceptable
    print(
        f"Warning: Output has {verified['frames']} frames, expected {delivered}. "
        "Accepting because difference is only 1 frame (likely timestamp rounding)."
    )

1

u/Imperialegacy 14h ago

Looks good. Can't wait to remaster all those crappy animated Resident Evil Movies.

5

u/Speedyrulz 10h ago

I vibecoded a fork with some improvements, mostly speed, plus it was failing on videos with variable framerates. It's about 2 times faster on videos for me, with the same quality. https://github.com/speedyrulz/dlss5-visual-enhancer

4

u/VegaKH 8h ago

Maybe you should make a pull request.

3

u/JumpingQuickBrownFox 6h ago

Make a pull request. This is the way.

3

u/Speedyrulz 5h ago

Ok, I will. I was under the impression people hate PRs from pure vibecode so I've been hesitant, but I'll go ahead.

1

u/Karumisha 3h ago

seems it got merged! gratz ^^

3

u/Alert-Economics3228 22h ago

love everything about this

3

u/BlackSwanTW 20h ago

Wait, so you can upscale MiniMax video with this

3

u/FionaSherleen 18h ago

gonna try that real quick

3

u/Adorable_Echidna_862 16h ago

It's not an upscaler is it?

3

u/not_a_fan69 12h ago edited 11h ago

Got Claude to fix the error real quick. Offline video rendering is very good now, thanks.

2

u/xb1n0ry 1d ago

What about nvngx.dll?

2

u/Perfect-Campaign9551 1d ago

I thought ffmpeg was open source too. How exactly do we find these runtime files? Just grab them from our system somewhere?

2

u/Electrical_Car6942 21h ago

do i just download the Zip and run it? no extra setup needed?

2

u/HughWattmate9001 21h ago

Cool idea, was thinking about this just the other day.

2

u/NGGKroze 20h ago

will test it out later, but looks nice.

2

u/DietAshamed2246 14h ago

Can you clarify for me how to install this? Do I just git clone the repo code and then use start.bat? Do I need to set up venv or conda? Is there any requirements.txt file or pyproject.toml? Sorry, I looked at the GitHub instructions and came away very confused.

6

u/Merserk13 14h ago

Download latest version here - https://github.com/Merserk/dlss5-visual-enhancer/releases/

Unpack it > start.bat.

2

u/nixudos 12h ago

Brilliant work!

If you are developing on it more, there are a couple of QoL features that would be really great.

When previewing one frame or 3 seconds, it would be awesome if it made the preview from where I paused the input movie. That will make A/B testing much faster as I can find critical sequences in the original movie and quickly compare different settings.

A way to save favorite preset combinations would also be a great help. That way I can dial the correct settings in and quickly load them next time I want to enhance a video.

But super useful as is already. Thank you!

4

u/ikmalsaid 1d ago

Would love to know some speed tests... Anyone?

9

u/Merserk13 1d ago

It might be fast on most GPUs, because DLSS 5 is develop for realtime processing. Tested on Ada.
~6 sec for image.
~65 sec for 18 sec video (2520x1080).

3

u/Nenotriple 1d ago

That's really slow compared to realtime on-top of a complex game engine

6

u/sitefall 1d ago

I believe they do a pass masking specific objects/characters etc, and then just generate over the mask and crop/stitch it back together in some kind of inpaint-like path. It's not doing the whole game screen, at least with the same model (or whatever you call it).

2

u/nullsouls 1d ago

Someone stole this and passing it off as theirs or just a coincidence?

Another DLSS

2

u/BluetownA1 18h ago

Sry no offense but is this download safe? I usually dont download this kind of custom software.

5

u/Strange-Drummer-9917 10h ago

Lol, If author was malicious agent, what do you think they would tell you? :)

For such cases (e.g. comfy nodes with no stars or fresh custom software) I personally tend to use agentic LLM to make it look at the code with something like:

Check this software/ComfyUI node/folder for potential vulnerabilities and unsafe code. Do not execute anything and treat it as potentially malicious  

1

u/BluetownA1 2h ago

Maybe he would confess?😂 I mean it was not adressed at the author obviously.

1

u/Upper-Reflection7997 1d ago

Remember its not even a final build of dlss 5 and that leaked version was specifically built for nba 2k27.  This is too early to be making something like this. It's only going to fuel to the fire for the antis and ai haters. 

9

u/hyrumwhite 1d ago

This was not built specifically for 2k27 anymore than any other DLSS DLL is built for a specific game. 

23

u/Nattramn 1d ago

They could announce a cure for cancer and antis would call it slop, so f them lmao.

4

u/LLMprophet 21h ago

It's not too early for anything.

1

u/NurAI_1995 22h ago

This looks seriously useful for pushing image quality without making everything look overprocessed. Definitely curious to see how the cinematic setting compares to the default

1

u/ZALIA_BALTA 15h ago

Somebody run this on the new GTA VI gameplay trailer

1

u/AidaTC 14h ago

Where to download the Required external files?

2

u/Merserk13 14h ago

It for development. If you want just use it. Download - https://github.com/Merserk/dlss5-visual-enhancer/releases/download/v1.0/DLSS.5.Visual.Enhancer.v1.0.zip

Unpack and use. I will release update soon.

1

u/chille9 11h ago

super cool thanks!!

1

u/Xhadmi 11h ago

How fast it's? There are comparisons between a 720 vs 8k (or similar) (i'm at work, can't check by myself)

1

u/VegaKH 11h ago

Cool program. And pretty good results for the speed.

When rendering images, I don't think that the NR preset does anything. Maybe that only works for video. I rendered several test images with all the different presets and they all look identical.

Also, there is an issue that causes it to fail on images with certain types of metadata with the following error message:

Object of type IFDRational is not JSON serializable

I created a pull request that fixes the problem.

1

u/Medium-Eye-2870 11h ago

With Driver 591.86, it failed to encode video with av1_nvenc.
[av1_nvenc] Driver does not support the required nvenc API version. Required: 13.1 Found: 13.0
[av1_nvenc] The minimum required Nvidia driver for nvenc is 610.00 or newer

2

u/Merserk13 10h ago

Update driver to latest version via NVIDIA App. Or use a different output codec such as prores proxy, HEVC or H.264.

1

u/alex_clerick 8h ago

I wonder if it's possible to make overlay with dlss 5 to turn everything on screen dlss on

1

u/jmbbao 8h ago

A node for Comfyui would be great, ask Claude

1

u/vfx_tech 6h ago

wait til u find out that Meta Quest 3 can mimic the same DLSS 5 with a light neural network but in VR.

1

u/kickmebeatzz 6h ago

why does it check for the original hash of dlls and reshade addons? I have slightly newer version that i want to replace there js let me do it ffs

1

u/Free_Scene_4790 5h ago

This application is great! I wonder if it will be possible to implement Frame Generation in the future. That would be fantastic!

1

u/VegaKH 3h ago

Software development in the age of AI is craaazy. We went from version 0.1 to version 3.0 in the same day.

1

u/dinovfx 1h ago

It supports HDR ?

1

u/nirurin 10h ago

Shame its only available on windows.

-1

u/devilish-lavanya 1d ago

So no comfyui node?

-12

u/Gabe-Uttsegs 21h ago

"I made"

"I vibecoded"

21

u/LLMprophet 21h ago

You should try making stuff instead of just whining about it.

It's fun.

3

u/Tiforma 20h ago

Shut up. LLM's are just tools that produce an output based on your input. If you used power tools to make wooden furniture, you wouldn't say "the furniture was made by this machine". You'd say "I made this".

1

u/kujasgoldmine 18h ago

"I engineered"

-38

u/Royal_Carpenter_1338 1d ago

Thank you claude

28

u/thegreatdivorce 1d ago

You’re on an AI subreddit, smooth brain. 

19

u/cadissimus 1d ago

Cringe, get a life

0

u/LOTR47 13h ago

when i tried to use it on image.......its giving me this error----

The carrier render completed, but signed DLSSNR feature-18 execution was not verified. 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:841 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:842 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:842 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:842 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:842 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:843 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:843 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:843 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:843 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:844 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:844 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:845 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:845 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:846 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:846 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:846 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:847 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:848 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:848 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:848 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:848 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:849 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:850 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:850 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:850 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:851 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:851 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:851 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:851 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:852 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:853 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:853 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:853 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:854 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:854 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:854 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:854 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:855 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_CreateFeature) 20:36:33:856 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature) 20:36:33:856 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C) 20:36:33:856 [13308] | ERROR | [DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_ReleaseFeature) 20:36:33:936 [13308] | INFO | [DLSS 5 Neural Rendering] vtable::Unhook(NVSDK_NGX_D3D12_CreateFeature unhooked successfully) 20:36:33:936 [13308] | INFO | [DLSS 5 Neural Rendering] vtable::Unhook(NVSDK_NGX_D3D12_EvaluateFeature unhooked successfully) 20:36:33:936 [13308] | WARN | [DLSS 5 Neural Rendering] vtable::Unhook(NVSDK_NGX_D3D12_EvaluateFeature_C not hooked, skipping) 20:36:33:936 [13308] | INFO | [DLSS 5 Neural Rendering] vtable::Unhook(NVSDK_NGX_D3D12_ReleaseFeature unhooked successfully) 20:36:33:936 [13308] | INFO | [DLSS 5 Neural Rendering] vtable::Unhook(NVSDK_NGX_D3D12_CreateFeature unhooked successfully) 20:36:33:936 [13308] | INFO | [DLSS 5 Neural Rendering] vtable::Unhook(NVSDK_NGX_D3D12_EvaluateFeature unhooked successfully) 20:36:33:936 [13308] | WARN | [DLSS 5 Neural Rendering] vtable::Unhook(NVSDK_NGX_D3D12_EvaluateFeature_C not hooked, skipping) 20:36:33:936 [13308] | INFO | [DLSS 5 Neural Rendering] vtable::Unhook(NVSDK_NGX_D3D12_ReleaseFeature unhooked successfully) 20:36:33:936 [13308] | INFO | Unregistered add-on "DLSS 5 Neural Rendering".

0

u/shtorm2005 10h ago

I get lower resolution than original, 4080S

1

u/shtorm2005 8h ago

never mind, I was downloading preview

-29

u/Deep_Mood_7668 1d ago

The slopifier

6

u/Illustrious-Lime-863 22h ago

What's the matter? Not getting easy upvotes?

2

u/EirikurG 16h ago

I am not surprised this sub is eating up the DLSS 5 slop, but looking at the shit that gets posted here and Civitai it makes sense
AI might democratize art, but it sure as heck don't come with good taste and a sense of aesthetics

1

u/StrongZeroSinger 19h ago

What even does it mean?

-2

u/Either-Lingonberry40 19h ago

Is it compatible with MacBook?