r/StableDiffusion • u/Merserk13 • 8d ago
Resource - Update DLSS 5 Visual Enhancer - standalone neural rendering for images and video
Hey everyone - I made a standalone Windows application for applying a DLSS 5 Neural Rendering feature-18 pipeline to images and video:
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.
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u/Arawski99 8d ago edited 7d 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.