LuftManu Posted August 30 Author Posted August 30 10 hours ago, MajorMagee said: Tried to replicate your settings. Could you please tell me time of day, etc for a more accurate comparision? It also depends on your personal taste. I find your reshade one overly saturated 1 Rig: RTX 5090 ASUS TUF / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
Bane Posted August 30 Posted August 30 (edited) Pour le DLSS 5 il faut attendre la sortie officielle, car avec ReShade sur les serveurs publics on est rejetés car considéré comme un Addon Edited August 30 by Bane
MajorMagee Posted August 30 Posted August 30 I tried several different variations yesterday, and only posted one of them. Here's another that was less bright and more saturated: Reshade - Anomalous Pixel Blending, FXAA, High Pass Sharpen, and Magic HDR [AnomalousPixelBlending.fx] _BlendingStrength=1.000000 _Help=0 _HighlightPreservationStrength=0.800000 _IsolatedPixelremoval=0.550000 _LowerThreshold=0.200000 _LumaAdaptationRange=0.850000 _SkipBackground=0 _TransverseBlendingWeight=0.250000 _UpperThreshold=0.450000 [FXAA.fx] EdgeThreshold=0.125000 EdgeThresholdMin=0.000000 Subpix=0.250000 [HighPassSharpen.fx] HighPassBlendIfDark=0 HighPassBlendIfLight=255 HighPassBlendMode=6 HighPassDarkIntensity=0.050000 HighPassLightIntensity=0.050000 HighPassSharpOffset=1.000000 HighPassSharpRadius=3 HighPassSharpStrength=2.000000 HighPassViewBlendIfMask=0 HighPassViewSharpMask=0 [MagicHDR.fx] BlendingAmount=0.500000 BlendingBase=0.800000 BloomAmount=0.000000 BloomBrightness=3.000000 BloomSaturation=1.000000 BlurSize=0.500000 Exposure=0.425000 InputExposure=-0.425000 InvTonemap=3 ShowBloom=0 Tonemap=5 _Credits=0 _Help=0 _WipWarn=0 Service To The Line, On The Line, On Time! 9800X3D, 64 GB DDR5, RTX 5070-Ti 1024 GB/s @ 2700 MHz 0.85V, Calibrated 10 bit QD-OLED 3440x1440 @ 240Hz
MajorMagee Posted August 30 Posted August 30 Area Patrol out of Suwon at 10km Alt. Heading East at 19:30 in the Summer. Random Medium Clouds at 2km Average Haze , No Fog Service To The Line, On The Line, On Time! 9800X3D, 64 GB DDR5, RTX 5070-Ti 1024 GB/s @ 2700 MHz 0.85V, Calibrated 10 bit QD-OLED 3440x1440 @ 240Hz
Stoikiy Posted August 30 Posted August 30 On 8/28/2026 at 2:11 AM, LuftManu said: Hey everyone! Seems like DLSS 5 is coming soon for Nvidia GPUs. So I tried to make it work in Il-2 Korea... and it works! With reshade, you can mod it but Ill wait for the modders to release the files and I hope the team also makes it compatible! It looks stunning! Ive already created topic for that.
Stoikiy Posted August 30 Posted August 30 That what i expected to see with DLSS 5, better and more natural lighting and more details on models and textures. (Its actually I wanted to test that a published but you got faster than me, thank you ) I have a general question. @LuftManu. What if dev team will use DLSS 5 for internal testing and if they like the result with more natural lighting, can we modify lighting on Game Engine level? Because most of the scenes in examples it is more natural contrast, colour, contact shadows and screen space ambient occlusion. So, they can took DLSS 5 as a reference and then tweak some Engine settings. As result we will get more natural realistic lighting without performance hit at all But we still need update DLL to DLSS 4.5 though
Charger Posted August 30 Posted August 30 50% performance hit you say? Thats not too bad for my VR experience - half of 40fps only means a 20fps drop! 5 5800x3D | 5090 | Pimax Super Ultrawide
Husar Posted August 31 Posted August 31 Has anyone tried DLSS 5 Neural Rendering with IL-2 Great Battles? I saw Cliffs and they look different, could say somehow better 😁 https://github.com/jlrouzies-fr/DLSS5-Feeder#install-for-a-directx-9-game-beta
MajorMagee Posted September 1 Posted September 1 I finally got the RenoDX DLSS 5 Mod running in Korea tonight. In DLSS Quality it ran at 64 FPS (versus default 97 FPS). In full resolution DLAA it dropped to 53 FPS. For comparison, having Indirect Lighting Enabled with DLAA runs at 65 FPS when looking down into the cockpit, but goes back to 97 FPS when you look up and out. I took a look at what it does to night missions, and decided it's not quite as effective with enhancing the dash panel as it is in the daytime. Looking outside you can see some subtle differences in the rendering caused by the subtle lighting from the moon. Original DLAA 5 Reshade - Anomalous Pixel Blending, High Pass Sharpen, and Magic HDR (the less bright and more saturated version I posted above) 1 Service To The Line, On The Line, On Time! 9800X3D, 64 GB DDR5, RTX 5070-Ti 1024 GB/s @ 2700 MHz 0.85V, Calibrated 10 bit QD-OLED 3440x1440 @ 240Hz
FuriousMeow Posted September 1 Posted September 1 (edited) Its really annoying to me that DLSS was originally built up to make games more performant at higher resolutions on less powerful hardware then somewhere along the way it was decided it would AI slopify a game's output so what cones out isn't even what was originally rendered... and the people are getting mar-a-largo face, well the female (teen+, like Ellie in TLOU) characters at least... in addition to the performance totally tanking. So like the opposite of what DLSS was originally made/marketed for. Edited September 1 by FuriousMeow 2
Mark_Krieger Posted September 1 Posted September 1 (edited) 18 minutes ago, FuriousMeow said: Its really annoying to me that DLSS was originally built up to make games more performant at higher resolutions on less powerful hardware then somewhere along the way it was decided it would AI slopify a game's output so what cones out isn't even what was originally rendered... and the people are getting mar-a-largo face, well the female (teen+, like Ellie in TLOU) characters at least... in addition to the performance totally tanking. So like the opposite of what DLSS was originally made/marketed for. Perhaps because if they do that people wouldn't need to buy the next gen GPUs. Edited September 1 by Mark_Krieger 1 CPU AMD Ryzen 7800 X3D, GPU AMD Radeon RX 7900 XTX, RAM: 64 Gb DDR5, VR Headset: Quest 3.
Husar Posted September 1 Posted September 1 (edited) 54 minutes ago, FuriousMeow said: Its really annoying to me that DLSS was originally built up to make games more performant at higher resolutions on less powerful hardware then somewhere along the way it was decided it would AI slopify a game's output so what cones out isn't even what was originally rendered... and the people are getting mar-a-largo face, well the female (teen+, like Ellie in TLOU) characters at least... in addition to the performance totally tanking. So like the opposite of what DLSS was originally made/marketed for. For sure better performance should be the main reason for DLSS, but using neural rendering from DLSS for old games (without DLSS support ) where I have 300 fps to make them look different/ better is a cool idea. Edited September 1 by Husar 2 1
Cellinsky Posted September 1 Posted September 1 I wonder, besides the neural thingy, how much could be achived within the current rendering engine? Tuning to match some of those images in contrast and Lighting should be possible me thinks.
Picchio Posted September 1 Posted September 1 18 minutes ago, Cellinsky said: I wonder, besides the neural thingy, how much could be achived within the current rendering engine? Tuning to match some of those images in contrast and Lighting should be possible me thinks. It's not like these results are automatically "correct". 2
MajorMagee Posted September 1 Posted September 1 (edited) 2 hours ago, Cellinsky said: I wonder, besides the neural thingy, how much could be achived within the current rendering engine? Tuning to match some of those images in contrast and Lighting should be possible me thinks. That's why I posted the traditional Reshade Shaders version. If it's just a matter of post-processing to "Enhance" the look then there are other ways that don't carry the big FPS penalty that comes along with DLSS 5. The comparison I drew with Korea's already built in Indirect Lighting function indicates that even after DLSS 5 is fully optimized for integration into this game it will carry a significant penalty that can only be lessened by running it at lower resolutions. Now, if only we had a Korea version of Tank Crew with First Person Infantry engagements, then we would have a real reason to want DLSS 5 so we could see all those realistic faces charging our position... Edited September 1 by MajorMagee Service To The Line, On The Line, On Time! 9800X3D, 64 GB DDR5, RTX 5070-Ti 1024 GB/s @ 2700 MHz 0.85V, Calibrated 10 bit QD-OLED 3440x1440 @ 240Hz
Canard Posted September 1 Posted September 1 Seems there's a new fork of Optiscaler that adds DLSS5, which means there is no need for reshade anymore. Apparently this solution provides much better performances than the previous method https://github.com/Dagherbou/OptiScaler_DLSSNR/releases/tag/v0.1.1.5-dlssnr
MajorMagee Posted September 2 Posted September 2 Had the Generic version running yesterday. Now trying the ShortFuse version, and it has a few different controls. For night ops, the B model provides the most visibility inside the cockpit. Models A, B and C each have their own look during the day. Default Model A Model B Model C Service To The Line, On The Line, On Time! 9800X3D, 64 GB DDR5, RTX 5070-Ti 1024 GB/s @ 2700 MHz 0.85V, Calibrated 10 bit QD-OLED 3440x1440 @ 240Hz
Husar Posted September 2 Posted September 2 8 hours ago, Canard said: Seems there's a new fork of Optiscaler that adds DLSS5, which means there is no need for reshade anymore. Apparently this solution provides much better performances than the previous method https://github.com/Dagherbou/OptiScaler_DLSSNR/releases/tag/v0.1.1.5-dlssnr Does it work with games without native DLSS support?
Picchio Posted September 2 Posted September 2 (edited) 13 hours ago, Canard said: Seems there's a new fork of Optiscaler that adds DLSS5, which means there is no need for reshade anymore. Apparently this solution provides much better performances than the previous method https://github.com/Dagherbou/OptiScaler_DLSSNR/releases/tag/v0.1.1.5-dlssnr But that's only compatible with DX12 and RTX 5000 series, right? Besides, the performance improvement comes from the possibility of running the neural rendering at lower resolution. Reports about final quality aren't too encouraging though. Some useful information in order to better understand how it "should" be integrated: https://www.techpowerup.com/review/nvidia-dlss-5-technical-preview/ And the video by Hardware Unboxed, for some sobering performance figures (always read footnotes): 4 hours ago, Husar said: Does it work with games without native DLSS support? Nope. Edited September 2 by Picchio
Panzerlang Posted September 2 Posted September 2 Like paying ten times more for an apple because it has an extra pip in it. Gigabyte Aorus Elite Mobo. No mods. AMD 9800X3D CPU. No mods. RTX 5090 GPU. No mods. 64GB G-Skill RAM at 6000mhz. XMP on. Samsung SSD. Monitor at 3840x2160. Pimax Crystal Super.
MajorMagee Posted September 2 Posted September 2 (edited) Based on the video comments, 1 C will decide which of the three models (if any) they'll use for native DLSS NR in the future. It was also interesting to see that enabling Indirect Lighting will improve the results of NR, but then you get essentially double the FPS hit. Default With Dynamic Lighting (ignore the FPS marker in this image) NR Model B over Dynamic Lighting Edited September 2 by MajorMagee Service To The Line, On The Line, On Time! 9800X3D, 64 GB DDR5, RTX 5070-Ti 1024 GB/s @ 2700 MHz 0.85V, Calibrated 10 bit QD-OLED 3440x1440 @ 240Hz
Husar Posted September 2 Posted September 2 4 hours ago, Picchio said: But that's only compatible with DX12 and RTX 5000 series, right? Besides, the performance improvement comes from the possibility of running the neural rendering at lower resolution. Reports about final quality aren't too encouraging though. Some useful information in order to better understand how it "should" be integrated: https://www.techpowerup.com/review/nvidia-dlss-5-technical-preview/ And the video by Hardware Unboxed, for some sobering performance figures (always read footnotes): Nope. I see, for il-2 GB where I have more than 200 fps it could be somehow useful but I need to use a different chain: ReShade→ DLSS5-Feeder→ LumeniteFX → DLSS 5 Neural Rendering, not OptiScaler_DLSSNR.
Picchio Posted September 2 Posted September 2 45 minutes ago, MajorMagee said: Based on the video comments, 1 C will decide which of the three models (if any) they'll use for native DLSS NR in the future. It was also interesting to see that enabling Indirect Lighting will improve the results of NR, but then you get essentially double the FPS hit. Better input, better output. Try taking screenshots with the sun to your 3-6 o' clock (or even better, with overcast weather) to see how AO and contact shadows behave...
Picchio Posted September 2 Posted September 2 5 hours ago, Husar said: I see, for il-2 GB where I have more than 200 fps it could be somehow useful but I need to use a different chain: ReShade→ DLSS5-Feeder→ LumeniteFX → DLSS 5 Neural Rendering, not OptiScaler_DLSSNR. Not anymore: https://github.com/rakanki911/DLSS5-Swapper Things change fast... 1
Canard Posted September 2 Posted September 2 10 hours ago, Picchio said: But that's only compatible with DX12 and RTX 5000 series, right? It seems you can run it on 2000/3000/4000 series too Regarding DX12 yes it is a requirement at the moment. There is a section about this in the readme Quote What you need - A game that already uses DLSS. Vulkan and DX11 support has been added but through OptiScaler's bridge. Although it makes DX and Vulkan viable, it comes with certain caveats I will detail below. DX11 and Vulkan, and the caveats The bridge is already inside OptiScaler. There is nothing extra to download. The model flat out refuses to run on DX11 — it answers FeatureNotSupported when asked. So the game has to be lifted onto DX12 first, and that is what the bridge does: it turns the game's textures into DX12 resources, runs a DX12 upscaler on them, and copies the result back. The pass runs there. Vulkan takes the same route, through the same bridge. The first caveat is that you have to pick a bridged upscaler yourself. Simply said, on loading into the game you need to check the top left dropdown of OptiScaler and choose an upscaler with "w/Dx12" written on it, so something like "FSR 3.X w/Dx12" or "XeSS w/Dx12". Usually, the bridged upscalers for DX11 are FSR and XeSS, and for Vulkan, only FSR. This means that your in-game upscaler will give its inputs to the bridged upscaler and this upscaler will ultimately deliver the final frame. And this brings us to the biggest caveat, you cannot use DLSS as your upscaler in these games. DLSS on DX11 and Vulkan is native, with no DX12 device anywhere near it, so picking DLSS means no Neural Rendering. You are trading DLSS for FSR or XeSS to get the pass. Whether that is worth it is yours to judge, and the comparison view is in the menu to help you judge it. I will continue my trials to get the bridge to pass DLSS but no promises. Vulkan may also log a queue family mismatch warning from the bridge. That one is OptiScaler's, it predates this, and it can affect the picture.
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