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NVIDIA DLSS

Experience the future of rendering with NVIDIA DLSS news, covering version 5.0 leaks, generative AI, and gaming performance.

Live now (PR) NVIDIA DLSS Comes to Mortal Shell II and The Sinking City 2 This Week
Live sources: TechPowerUp
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What are the differences between DLSS 5's Model A, Model B, and Model C and when should developers use each?

DLSS 5 offers three real-time models (Model A, Model B, and Model C) that present photorealistic lighting at different intensities and varying computational complexity. Developers can apply different models to different scenes or characters and mix and match them, choosing higher-intensity or more complex models where needed and lighter models elsewhere; all models are designed to run on a single GPU. Developer controls like Structural Intensity and Tone Intensity sliders and per-object masking let teams fine-tune each model's effect to preserve artistic intent. Answered

NVIDIA showcases updated DLSS 5 with developer tools that help 'preserve artistic intent'
How do the Structural Intensity and Tone Intensity sliders affect DLSS 5's photorealistic lighting pass?

The Structural Intensity and Tone Intensity sliders let developers control how DLSS 5’s photorealistic lighting pass is applied to scene elements, with each slider dictating different types of effects such as reflections and other material or object details. Using those sliders (and masking), developers can fine-tune and highlight characters or objects so the DLSS 5 output appears additive to the original art rather than transformative. Answered

NVIDIA showcases updated DLSS 5 with developer tools that help 'preserve artistic intent'
Can developers mask multiple characters and objects with DLSS 5, and are there limits to masking?

Yes. DLSS 5 development tools let developers mask characters and objects in a scene with no limit, and then fine-tune the effect on each. The tools include Structural Intensity and Tone Intensity sliders to control different aspects of the effect. Answered

NVIDIA showcases updated DLSS 5 with developer tools that help 'preserve artistic intent'
How does DLSS 5 integrate with a traditionally rendered frame and which lighting effects does it target (e.g., global illumination, sub-surface scattering)?

DLSS 5 takes the entire traditionally rendered frame into account and applies a photorealistic lighting pass on top of it. That lighting pass targets complex lighting effects such as sub-surface scattering and global illumination, among other material and object photorealism enhancements. Answered

NVIDIA showcases updated DLSS 5 with developer tools that help 'preserve artistic intent'

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