NVIDIA has once again showcased its DLSS 5 neural rendering at the SIGGRAPH 2026 event,
currently taking place in Los Angeles. Despite the
initial negative
reaction from gamers, NVIDIA is continuing to develop the technology, offering improvements and a new
demonstration of how DLSS 5 is intended to function. One of the most interesting aspects is that game
developers can choose from three DLSS 5 models, each providing a different level of structural intensity,
global illumination, texture detail, and more. These models, labeled Model A, Model B, and Model C, can be
tailored to specific scenes or character needs, allowing developers to mix and match according to their
requirements. Each model carries a different parameter count, meaning that some are more compute and
memory-intensive than others. However, they generally fit and run fine on a single GPU without any
problems.
Another noteworthy feature is the preservation of artistic intent, which was heavily criticized in the
original DLSS 5 demo. Each individual object, scene, and game setting can be customized according to the
developer's vision. This is one of the challenges NVIDIA faced with DLSS 5, as maintaining visual identity,
object semantics, and character poses, along with output lighting semantics, motion, and art direction, is
crucial. Within these strict parameters, DLSS 5 applies material photorealism to enhance visual appeal.
Below you can even see the customization of the applied model, where there are adjustable parameters that
can be done per scene and per character.
The second challenge that the company faced is temporal streaming.
Traditional generative AI video generators process in chunks, reasoning across a frame and generating a
batch of frames at once. However, real-time rendering requires immediate generation, frame by frame. Since
DLSS 5 uses motion vectors from the game engine, it can generate additional textures instantly, without
delay. This results in no shimmer or image corruption, as DLSS 5 know exactly where to attach itself and
perform its texture generation instantly.
The final challenge for DLSS 5 is speed. To render a 4K frame with
8.3 million pixels at over 60 FPS, NVIDIA achieves this in less than 16 ms, with most of the processing time
consumed by the game engine rather than the DLSS 5 model. The model is so efficient that users will not
notice any delay during gameplay, and it operates on a single GPU. While NVIDIA highlights VRAM efficiency,
it remains unclear whether 4K gaming will be limited to high VRAM GPUs or something else. As the launch is
expected this fall, the company will provide general system requirements and further details, but the
improvements compared to the original demo seem promising for now.
148 Comments on NVIDIA Shows DLSS 5 Progress and Technical Details at SIGGRAPH 2026
Also no one is asking for multiframe generation because input latency is absolute garbage, even on NVIDIA. What I would ask for are further improvements to the AFMF. That shit is awesome. Zero perceivable input latency, 2x perceived framerate. If they can figure out how to better exclude crosshairs and HUD from it and it would be even more amazing.
Why push of this new crap for new cards i bet, if it will hit fps a lot, what's even point of releasing it?
Thing is that many people cant afford of this new shit overpriced gpu's and even new platform with ddr5.
Dlss was made to make fps more right? Or im missing something?
Next 6th gen nvidia gpu will give us even less probably then 5% of performance increase now i bet.
As of "4.5", DLSS now features several components:
Super Resolution, which upscales the image and corrects imperfections (nvngx_dlss.dll) - DLSS 2 introduced first render presets, with new versions just being new presets available on new DLLs
Ray Reconstruction, which is an advanced AI RT denoiser (nvngx_dlssd.dll)
Frame Generation, which extrapolates frames to multiply the frame rate (nvngx_dlssg.dll)
Make game use bad lighting and reflection so you can advertise RTX
Make game use bad material rendering, making everything plastic-ish so you can advertise DLSS5
What is the next step ? Probably make game logic/physic/NPC AI worse so you can advertise a proprietary magic band aid to the rescue.
Edit : in 10 years the "Nvidia OFF" version of game will look and play so bad, old game will have to be delisted and potentially "remaster" to keep the illusion...oh wait they're already doing it !
DLSS 5 on the other hand can offer Nvidia a visual advantage over the competition. Nvidia always tries to have a proprietary technology that will be offering them a clear advantage over the competition. That's why they keep those technologies proprietary and never offer them to others. PhysX, GameWorks libraries, HairWorks, GSync, DLSS 1-4. Now they will push DLSS 5 and believe me tech sites slowly will start talking about the most important evolution of computer graphics the last 20 years, because we will have a true transformation of what we see on screen, not just better lighting effects as it is the case with raytracing for example. And considering that DLSS 5 needs newer hardware and stronger hardware, it is the way that any company will want to go, so it can sell more GPUS, more expensive GPUs.
AMD will follow, Intel will follow (not necessarily in that order, I do expect Intel to beat AMD in this one because AMD is focused on AI and server CPUs), I don't know if Qualcomm and Apple can follow. I am expecting Mediatek being in cooperation with Nvidia to gain a significant advantage over Qualcomm in the next 3-5 years.