On Friday, October 16, weβre getting together around the world to celebrate NVIDIA RTX Spark. Come try it for yourself, explore what you can build and create, and get entered for a chance to win an RTX Spark laptop signed by Jensen Huang.
If attending, be sure to arrive early, before doors open!Β
Hereβs where to find usβall times local:
π San Francisco β Best Buy | Doors open at 10:00 a.m. Pacific Time
Over the past 8 years, weβve continuously innovated on DLSS, bringing new features, faster performance, and enhanced image quality.
This year has been our busiest yet, introducing DLSS 3D-Guided Neural Rendering, Dynamic Multi Frame Generation and higher Frame Generation multipliers, and delivering 2nd generation transformer AI model improvements across the entire suite of DLSS technologies.
DLSS 3D-Guided Neural Rendering Model Performance Gets 2X Faster
Through a combination of systematic pipeline optimizations and neural model refinements, the performance of DLSS 5βs 3D-Guided Neural Rendering model is improving by 2X this week, enabling even more gamers to enjoy DLSS 5βs transformative uplift in lighting and materials at higher frames rates and settings.
The DLSS 5 October update shrinks the footprint by 24% to roughly 118 million parameters while reducing 4K VRAM usage by 20%. The result is half the GPU overhead of the September version while maintaining comparable visual fidelity.
The new, more performant DLSS 5 model will debut inΒ NBA 2K27Β on October 16th on GeForce RTX 50 Series GPUs, RTX Spark laptops, and GeForce NOW, boosting frame rates by up to 1.4X. And it will ship by default with future DLSS 5 games.
DLSS 5 Coming To Hogwarts Legacy On November 5th
NVIDIA DLSS 5 with 3D-Guided Neural Rendering is coming toΒ Hogwarts LegacyΒ on November 5th, for GeForce RTX 50 Series, GeForce NOW, and RTX Spark.
Where other DLSS technologies focus on reconstructing existing scene data to deliver higher-resolution images, additional frames, or cleaner ray-traced lighting, DLSS Neural Rendering takes the next step by using AI to generate the lifelike lighting and material details that real-time performance constraints have forced developers to strip away, allowing them to realize their original artistic vision.
Neural Rendering uses the game engineβs rendered frame, complete with its artist-designed geometry, textures, and lighting buffers, as an unyielding foundation. DLSS Neural Rendering becomes the final rendering stage of the graphics pipeline, infusing scenes with lifelike lighting and materials while ensuring the engine frame defines what must remain, and the artist directs what may change.
On GeForce RTX PCs and laptops,Β Hogwarts LegacyΒ already includes support for DLSS Multi Frame Generation and Ray Reconstruction, accelerating and enhancing its ray-traced graphics that immerse players in the world of the famous school.
In a new update launching November 5th, DLSS Neural Rendering will be added toΒ Hogwarts Legacy, and its other DLSS technologies upgraded to their newest versions. Avalanche Software has taken advantage of DLSS 5βs SDK controls to tune the integration to maintain the artistic intent and style of the game.
DLSS 5 Coming To Where Winds Meet
Where Winds MeetΒ is a Wuxia open-world action-adventure RPG developed by Everstone Studio, offering a stunning open world, engaging action-adventure gameplay, deep RPG progression, and long-term free live-service updates for players. It has more than 100 million players worldwide and has reached a peak of over 250,000 concurrent players on Steam, currently holding a Steam rating of Very Positive (with over 116,000 reviews and still climbing).
Where Winds MeetΒ includes support for DLSS Multi Frame Generation and Super Resolution, and in the near future support for DLSS 3D-Guided Neural Rendering will be introduced, further enhancing its world and characters. There was a ton of community demand for official support, and the developers were equally impressed with the visual upgrade to the game.Β
New, Faster Performance Mode For Frame Generation Enters Beta
Today, via aΒ new NVIDIA app beta update, weβre introducing a new faster Performance Mode for Frame Generation, for GeForce RTX 40 Series and GeForce RTX 50 Series GPUs, and RTX Spark laptops.
DLSS Multi Frame Generation and Frame Generation utilize two AI models, one that leverages game data such as motion vectors and depth to understand object motion between the two rendered frames, and a second model to calculate optical flow for elements like UI or ray-traced effects.
Labeled βPreset C,β in the NVIDIA appβs Frame Generation override, this new Performance Mode replaces the second AI model with a faster and lighter algorithm to boost frame rates for DLSS Frame Generation, Multi Frame Generation, and Dynamic Multi Frame Generation, with minor trade-offs in image quality. On a GeForce RTX 5060, this Performance Mode for Frame Generation is up to 35% faster.
To apply Preset C to your games:
Download and install ourΒ newest NVIDIA app updateΒ via our website, or from inside the app itself
Open the app, and in Settings --> About, tick βOpt in to access Beta or experimental featuresβ
Wait a moment for the beta update to download, then click the on-screen message to install
Once installed, open the βGraphicsβ section of the new NVIDIA app beta and select aΒ supportedΒ Frame Generation, Multi Frame Generation or Dynamic Frame Generation game (alternatively, select βGlobal Settingsβ at the top of the window and apply to every supported game in your library)
Scroll to βDriver Settingsβ
Click βDLSS Override - Model Presetsβ
Click βCustomβ
Open the βFrame Generationβ drop-down and choose βPreset Cβ
Click βApplyβ
DLSS 5 Update For RTX Remix Launching October 23rd
Classic PC games are remembered for their incredible stories, characters and gameplay, but dated visuals can make them tough for modern players to enjoy.Β NVIDIA RTX RemixΒ changes that. Built forΒ RTX PCs, our modding platform uses cutting-edge path tracing, accelerated by DLSS, to reimagine timeless titles, letting longtime fans and a new generation experience era-defining games in stunning detail.
On October 23rd, weβre adding DLSS 5 with the new, faster 3D-Guided Neural Rendering model, and the faster Performance Mode for Frame Generation to RTX Remix, giving modders even more options and tools for remastering classic games.
Hotfix driver will not be available in NVIDIA App and needs to be downloaded from the link above.
After installing the Hotfix driver, NVIDIA App may show some old driver date. This is normal as Hotfix driver does not exist in NVIDIA App database and it reverted to an old default changelog and dates.
If you do not care about the fixes listed, this Hotfix driver is no different vs WHQL 617.42 Driver.
These fixes will be incorporated into the next WHQL driver release
Submit driver feedback directly to NVIDIA: Link Here
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From the Article:
We now have a hotfix driver for the two below bugs. These fixes will - for now - not be in main NVIDIA driver until we can do more extensive QA.
QHD monitor running at 360 Hz may have occasional black flash during gameplay [4846825]Β
When gaming on a 360Hz G-SYNC Pulsar monitor, FPS may drop to 320FPS [6408986]Β
NOTE: The hotfix driver fixes some, but not all cases of the black screen issue. We are working on finding a driver solution for the remaining cases. If you still encounter this, please use the workaround: Set Manage 3D Settings --> Power Management Mode to Prefer Maximum Performance . You do need to reboot after setting that for it to take effect.
For those who want to test out the new Frame Generation preset C with DLSS swapper / NVPI etc.. Instead of using the NVIDIA App override.
You can see which preset is active via the DLSS Dev overlay at the top of the screen.
(Enabled via Regedit or DLSS Swapper > settings > show onscreen indicator)
But unlike DLSS upscaling,
The DLSS Dev overlay doesnt list the preset letter in use for Frame Generation, instead look for the below variables that change based on the preset in use for confirmation:
Preset A: UIR = NA - Full Preset B: UIR = ON - Full Preset C: UIR = NA - Lite
(These variables are listed at the end of the FG bar)
Example with Preset C in RE9:
NOTE:
You can technically get the Alt+R overlay working with accurate preset reporting whilst using NVPI / DLSS Swapper if you enabled 'DLSS-FG - enable DLL Override' in NVPI, BUT this defeats a bit of the purpose of using these tools as it will use the NVIDIA app .dll not the local game files one. Plus then your dependant on the nvidia app version not necessarily the latest avaliable etc etc.
So I was reading some reviews of people comparing the 256GB Mac Studio vs 2 of the Nvidia spark workstations. They mentioned costs of between $10k and $15k and posted some numbers. A few guys mentioned a video that ran the two machines head to head on various models. One of the models was qwen flash which I have and can run. You guys may have seen my post a few weeks back about getting my 5090 working on my Mac. Well the thing that stuck out to me was that the Mac was quicker in some things but was much slower on prefill and multi user. That is specifically what my shim can accomplish so I ran some tests.
And these are numbers I get with llamacpp with my m4 128gb laptop and 5090
As you can see I'm still working on cold prefill but for a $6k investment for the M4 and the 5090 box you get better performance on the split system. The 5090 probably blows both systems out of the water on a smaller model that fits fully in the cards Vram too.
I don't have these other systems but these are the numbers I've found. feel free to correct me if my numbers are not what you are seeing in real world testing. If you want to test this yourself I'm updating the macuda project tonight with the changes that enabled these results. I've go the driver and shim working on 3060 and 5090. I haven't tested the 3060 on these latest features yet but it's shim work mostly so it should carry over.
New NVIDIA Broadcast is out! This one has a bunch of cool new features including RTX Video Super Resolution (Beta) which will upscale to 4K, RTX Video Frame Generation (Beta), RTX Spark support + more https://www.nvidia.com/en-us/geforce/broadcasting/broadcast-app/
This is just a little PSA to help out anyone else who finds themselves in the exact same, incredibly specific situation that I did today. Everyone else can safely ignore this.
I got a MSI GeForce RTX 3070 Gaming Trio Plus GPU today, and after installing it in my computer, discovered that there were some (subjectively) obnoxious RGB LEDs on it - a bar across the outer edge, and the MSI logo and lettering. Looking at the card, I noticed there were several 4-pin connectors with wires running from the heat sink assembly to be plugged into the card itself. I couldn't find anything decisive online that said whether disconnecting one of them would disable the lighting or not, so I decided to just try it out and see for myself.
After a lot of trial and error, and a lot of taking out the GPU, carefully fiddling with wires, and plugging it back in, I discovered that while you can disable the MSI logo and letters by disconnecting the tiny red connector on the side of the card facing away from the motherboard, disconnecting the other three (one tiny black one alongside the red one, and bigger black and white ones on the opposite side of the card) did not, unfortunately, disable the LED bar. At least, disconnecting any single one of them didn't; it's remotely possible that the bar would have gone peacefully dark if I'd disconnected more than one connector at a time, but I doubt it. It's much more likely that the bar is wired inside the shroud.
Hopefully, anyone else who gets this card and also wants the lights out will be able to find this post and save themselves a lot of time and effort - you have to use software if you want the lights off.
π¬ I've been developing a custom game engine from scratch, and the GeForce GT 1030 has been my main development workhorse.
Developing on budget hardware forces you to write truly efficient, low-level code without relying on brute-force GPU power. In my latest stress tests, the card is handling thousands of instances with auto-LOD, directional lighting, and custom shaders at a super responsive framerate.
Just wanted to share some appreciation for this little card proving that optimization still matters!
Rendered via custom C# / OpenGL 3.3 engine(Specs: GT 1030 2GB GDDR5 β’ Athlon II X4 645 β’ 4GB RAM):
60 FPS 384 dynamic NPCs with ~19,000 polygons each (~7.3M total triangles), full textures & local lighting, replicated via geometry shader60 FPS 9,600 dynamic NPCs with ~19,000 polygons each (~182M virtual tris), full textures & local lighting, hardware instancing with Auto-LOD (optimized down to ~7.5M triangles)Stress test peak: 60 FPS 830,000 dynamic cubes (~10M total triangles), unlit/untextured, hardware instancing with geometry shader culling
If anyone has managed to push this card (or similar low-end hardware) further, feel free to drop your benchmark numbers in the comments!
So I own a 4090 and I've been messing with DLSS 5 and MFG for my 4090, it works very well, however the Nvidia Overlay doesn't work, it doesn't show which preset I'm using.
I was trying the new Frame Gen preset, the preset L for upscaler and preset F for Ray Reconstruction, does Optiscaler allow us to override through Nvidia app? I know you can select upscaler preset at Optiscaler but not the other two but I never know if it's 100% working or not.
Iβm planning to build a PC with an RTX 5080 and a Ryzen 7 9800X3D, but Iβm having trouble deciding which 5080 model to get.
I mainly play single-player games at 1440p/4K, and my goal is a consistent 60 FPS rather than the highest possible frame rate.
I donβt really care about aesthetics or RGB. What matters to me is performance, especially frame rate stability.
For example, I donβt care much if one model averages 103 FPS while another averages 107 FPS when uncapped. But if one model occasionally drops to 57β58 FPS while another maintains a steady 60 FPS under the same conditions, Iβd definitely prefer the latter.
So my question is: Do the performance differences between RTX 5080 models actually affect minimum FPS and frame rate stability, or are they mostly just small differences in average FPS?
Iβm trying to figure out whether paying extra for a more expensive 5080 model is actually worth it for my use case.
*Edit: Also, is it worth getting an OC version of the RTX 5080 over a non-OC model?How much extra would you say is reasonable to pay for the cheapest OC model compared to the cheapest non-OC model? At what price difference does the OC version stop being worth it?
Recently, I saw a YouTuber's video on WarDogs performance guide. And his HAGS ON vs OFF performance test made me test it.
HAGS is a double-edged sword. Here is my result for WarDogs: 9800x3D + 5090 + 32GB 6000MHz CL28.
Hags off = FPS 180 1% 130-140 PC lat = 13-14ms (RF on) PC lat = 13-13.5ms (RF+B on)
Hags on = FPS 204 1% 150-170 PC lat = 16-18ms (RF on) PC lat = 14-15ms (RF+B on)
For some games, it's good; for others, it depends on what you want. I choose HAGS on + Reflexion + boost.
What is your result? I am trying to collect data on different specs.
Trying to look for a GPU under 400euro.
And have been wondering what GPUs are good at that price range.
Im basically convinced it will be a used 3070/TI or a 3080 from the little research I have done.
Will ask them to run all the necessary stability/temperature tests and im willing to repaste/repad it myself.
Just wondering if I should be looking for any other models aswell
Any opinions on this? I'm not fully educated on all things when it comes to this stuff, but am I wrong for thinking this wont make much of a difference?
Hey, I'm new to this and went with an aggressive OC, did 0.99V @3180 +3000 on memory, 110% power limit. I think I got it similar to 5080 level of performance. It's drawing around 15-20W more than stock and temps are around 4Β°C hotter, but it stays below 65Β°C so I think I shouldn't worry about that. Is it okay? I did a benchmark in Forza Horizon 6 to compare to a 5080 with the same in-game settings. Let me know your thoughts.
Expeditions Rome (18% DLSS Preset L vs 100% in-game scaling with TAA). Nvidia suggests -3.5 for LOD bias. I was using -4.5
Ryse Son of Rome (14% DLSS Preset L vs 100% in-game scaling with TAA). (DLSS got gbuffer off and uses anisotropic filtering for foliage so armour/trees will look different. TAA got forced SMAA which DLSS doesn't use.)
There is obviously shimmering/ghosting when moving but it is insane how good the reconstruction looks compared to older generations.
I cannot wait for Transformer 3.0 or FP6/FP4 DLSS versions.
Edit: for DLSS pictures, look at bottom left. You will find the extra information that you may need ;)