Video summary

DLSS 5 is NOT What We Expected

Main summary

Key takeaways

Technology

Tech/Product concepts discussed: DLSS 5 “unsanctioned” demos and how it changes image rendering

DLSS 5 positioning & controversy

  • Nvidia markets DLSS 5 as “AI superpowered” graphics, but the hosts frame it as controversial—potentially acting more like an AI filter than traditional DLSS’s goal of improving performance.
  • Even if Nvidia claims it preserves artistic intent, the implementation is still questioned.
  • Performance cost: the hosts report roughly a ~50–60% performance hit on their system, with even a high-end RTX 5090-class setup struggling.

How DLSS 5 works (pipeline)

DLSS 5 is designed to fit real-time timing by:

  • Using a rendered image plus color and motion vectors at the end of the pipeline
  • Applying an AI uplift after those inputs are available

Control scheme exposed in modded demos

The discussion centers on modders enabling DLSS 5 in games that provide color and motion vectors (an example mentioned is a leaked/embargo demo for NBA 2K27 repurposed via modding).

In the modded version, reviewers appear to access developer controls that regular users may not:

  • Users get a simple on/off
  • Developers can adjust:
    • 3 DLSS 5 models (selectable per scene): Default, Natural, Cinematic
    • Intensity (described as largely “turning it”)
    • Tone (color/lighting tint)
    • Structure (interaction details, including subsurface scattering)

Key evaluation approach

They rely on pixel-peeping comparisons (toggle on/off) and focus on:

  • Whether lighting matches intent (or becomes “more natural but not necessarily better”)
  • Face artifacts (sometimes uncanny results)
  • Changes to NPCs and character detail fidelity
  • FPS impact and stability, including hitching in at least one title

Game-by-game findings (image quality + issues)

Cyberpunk (4K baseline / DLSS “Balanced” example)

Positives

  • Lighting can look more natural (e.g., changes to shadow/ambient behavior).
  • Subjective improvements include:
    • More realistic lighting falloff
    • Better perceived detail in clothing/geometry

Negatives / concerns

  • They call out bad/incorrect results such as wibbly/wobbly lighting around the neck and other RT/fake lighting artifacts.
  • DLSS 5 can materially alter character appearance:
    • Different models (Default/Natural/Cinematic) change ambient occlusion, face lighting, and even perceived anatomy/detailing.

Broader character quality (especially NPCs)

  • One reviewer claims DLSS 5 delivers the best NPC quality they’ve ever seen—random NPCs can look closer to main characters.
  • Nvidia’s stated intent is developer-level control (different filtering amounts for different objects), which the hosts see as a key feature—DLSS 5 could potentially separate objects and treat them differently.

Final Fantasy VII Rebirth

Mixed results

  • Some improvements resemble texture-like gains (e.g., jacket stitching, armor scratches, background detail).

Major critique

  • Faces look wrong: attempts to make anime characters feel real can produce Instagram-face / chiseled cheeks unnaturalness.
  • They liken it to the “realistic Mario” meme—defined item detail vs “blob” detail—but note it can become uncanny.

“Claire Obscure” (another tested game)

  • Improvements appear in some clothing detail, but overall visuals may look:
    • Flattened, or
    • With overpowering shadows
  • They feel the “dreamlike” artistic look can be lost when DLSS 5 shifts toward more “natural” colors.
  • Reported hitching/stutter occurs when toggling DLSS 5 tone in this game.

Close-up facial detail / pores / lip gloss look

  • In close-up comparisons, DLSS 5 can make skin look extremely real (e.g., pores and lip gloss/chapped lips impressions).
  • But it can also become excessive:
    • Faces may appear to shift in age (comments like “kid looks 47/80”)
    • Freckles/skin microdetail can read as scary/uncanny, depending on the character and implementation

007 / “This looks so good by default” then DLSS uplift

  • They show a strong uplift when enabled (jokingly compared to a “Steam window”).
  • Still emphasized as early/unsanctioned and possibly not representative of final release behavior:
    • The demo behavior is taken from another game/mod context.

Overall conclusions / “review verdict” style takeaways

Best framing given by hosts

  • They describe this as the worst version DLSS 5 will ever look—their testing is very early and imperfect.
  • They estimate mainstream consumers may not see meaningful results on typical hardware for about ~3–5 years (with a joke suggesting “3–5 days”).
  • They expect developers/modders will have time to refine it, and note Nvidia seems focused on current-gen GPUs (with hints about 4000-series mod support).

Likelihood of adoption

  • For their test set:
    • Only a minority of cases looked “incredible”
    • Some were “okay”
    • Some should not be used
  • They state they would not buy a GPU solely to enable DLSS 5 due to the performance hit and inconsistent outcomes.

Main speakers/sources

  • LTT / Linus Tech Tips-style hosts:
    • Elijah (explicitly named)
    • David (explicitly named)
    • Plof (mentioned in the RTX Remix follow-up segment)
  • Source being discussed: Nvidia (DLSS 5 claims/positioning)
  • Modders: referenced as enabling DLSS 5 in other games and exposing “developer controls” via mods

Original video