{"id":1640813,"date":"2026-07-21T11:11:37","date_gmt":"2026-07-21T11:11:37","guid":{"rendered":"http:\/\/CTmmPoNyYDbWFyNKzqv4uT"},"modified":"2026-07-21T11:11:37","modified_gmt":"2026-07-21T11:11:37","slug":"nvidia-finally-reveals-what-controls-devs-actually-have-for-dlss-5-and-dont-worry-folks-there-are-two-main-sliders-to-control-the-ai-filter","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/nvidia-finally-reveals-what-controls-devs-actually-have-for-dlss-5-and-dont-worry-folks-there-are-two-main-sliders-to-control-the-ai-filter\/","title":{"rendered":"Nvidia finally reveals what controls devs actually have for DLSS 5, and don&#8217;t worry folks, there are TWO main sliders to control the AI filter"},"content":{"rendered":"<article>\n<p>Nvidia announced DLSS 5 back in March and it received, let&#8217;s say, <a href=\"https:\/\/www.pcgamer.com\/software\/ai\/bad-ending-now-every-game-is-slop-game-developers-share-mixed-reactions-to-dlss-5\/\" target=\"_blank\"><em>mixed <\/em>reactions<\/a>. A lot of people weren&#8217;t happy about how, judging by <a href=\"https:\/\/www.youtube.com\/watch?v=rM-itGwEaoM\" target=\"_blank\">the demos<\/a>, it seemed to essentially just slap a &#8216;yassifying&#8217; AI filter on top of a game scene. <a href=\"https:\/\/www.pcgamer.com\/hardware\/graphics-cards\/i-really-thought-nvidias-dlss-5-was-going-to-be-smarter-than-this\/\" target=\"_blank\">Nvidia itself confirmed<\/a> that all the tech has to work with for each AI frame is a traditional 2D frame and motion vectors, essentially confirming the &#8220;filter&#8221; idea. Now, at SIGGRAPH 2026, the <a href=\"https:\/\/www.youtube.com\/watch?v=vXDetI2TUWw\" target=\"_blank\">company has explained<\/a> that developers will get two main sliders to control DLSS 5&#8217;s intensity. <\/p>\n<p>My initial reaction was probably the same as yours: <em>two <\/em>whole sliders, whoop-de-doo. It&#8217;s hardly a massive improvement from the one on-to-off masking slider we previously thought devs would have access to. But let&#8217;s take a look at what they&#8217;re actually controlling and how it works before we jump to conclusions.<\/p>\n<p>The two sliders are for &#8216;structural intensity&#8217; and &#8216;tone intensity&#8217;. Despite what the word &#8220;structure&#8221; might seem to imply, Nvidia is keen to point out that &#8220;it is not changing the geometry in any way, and it is uplifting the image.&#8221;<\/p>\n<div style=\"min-height: 250px;\">\n<div class=\"kwizly-quiz kwizly-XpoJbO\"><\/div>\n<\/p><\/div>\n<p> <script src=\"https:\/\/kwizly.com\/embed\/XpoJbO.js\" async><\/script><\/p>\n<p>The structural intensity slider in fact is &#8220;modulating the high-frequency detail of the frame.&#8221; This includes things such as ambient occlusion, subsurface scattering, and reflections. The tone intensity slider is &#8220;modulating the low frequency detail of the frame&#8221;, including &#8220;expressive&#8221; things such as lighting and, well, overall tone.<\/p>\n<p>To play devil&#8217;s advocate for a moment, the fact that these are the only controls given to devs could just mean that model is in fact tailored so well that it&#8217;s not worth giving more control over it than necessary. The company explains the model preserves artistic intent thanks to &#8220;internal buffers&#8221;, so perhaps it wants to keep these buffers intact.<\/p>\n<p><em>You can see the controls in action in the segment below.<\/em><\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"high\" data-lazy-src=\"https:\/\/www.youtube-nocookie.com\/embed\/vXDetI2TUWw?start=1268\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>Nvidia also says that the company is building more controls for developers to use and is &#8220;working with our partners to incorporate their feedback.&#8221;<\/p>\n<p>It&#8217;s also worth noting that game devs will be able to mask different objects in a game scene, changing the structural and tone intensities for each independently. Devs might, for instance, want to give some background objects the full DLSS 5 makeover but keep a lighter touch with the characters.<\/p>\n<p>To be fair, judging by the demo given by Nvidia&#8217;s creative artist, introduced as &#8216;Gaff&#8217;, cranking up the structural intensity a little can indeed add a bit more realism to the scene without affecting the overall tone of a scene. That would be the ideal, I think. Things such as subsurface scattering can make a big difference, and Gaff notes that this &#8220;would be incredibly expensive to do in traditional rendering.&#8221; <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1095px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.26%;\"><img loading=\"lazy\" decoding=\"async\" id=\"FLC3KjjKMobgaJFU2Zr9tJ\" name=\"image (79)\" alt=\"Nvidia DLSS 5 sliders.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/07\/nvidia-finally-reveals-what-controls-devs-actually-have-for-dlss-5-and-dont-worry-folks-there-are-two-main-sliders-to-control-the-ai-filter.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1095\" height=\"616\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Nvidia)<\/span><\/figcaption><\/figure>\n<p>Alright, that&#8217;s my devil&#8217;s advocating done. It does make sense for this to be Nvidia&#8217;s strategy, given it needs to keep everything quick and snappy for rendering by making the model so that it &#8220;does not need to peek ahead&#8221;, instead just using a render and motion vectors to create what is essentially an AI filter. But that doesn&#8217;t make it any less disappointing that there are, as of now, just two sliders to use.<\/p>\n<p>Still, I suppose it&#8217;s all optional. And Nvidia is keen to note this new addition to its AI feature list will exist <em>alongside <\/em>the others which are still being worked on. It &#8220;extends the existing pipeline. It does not replace them.&#8221;<\/p>\n<p>At any rate, we&#8217;ll just have to see whether the further controls alluded to will be available when DLSS 5 launches this fall.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/hardware\/nvidia-finally-reveals-what-controls-devs-actually-have-for-dlss-5-and-dont-worry-folks-there-are-two-main-sliders-to-control-the-ai-filter\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Nvidia announced DLSS 5 back in March and it received, let&#8217;s say, mixed reactions. A lot of people weren&#8217;t happy about how, judging by the demos, it seemed to essentially just slap a &#8216;yassifying&#8217; AI filter on top of a game scene. Nvidia itself confirmed that all the tech has to work with for each AI frame is a traditional 2D frame and motion vectors, essentially confirming the &#8220;filter&#8221; idea. Now, at SIGGRAPH 2026, the company has explained that developers will get two main sliders to control DLSS 5&#8217;s intensity. My initial reaction was probably the same as yours: two whole sliders, whoop-de-doo. It&#8217;s hardly a massive improvement from the one on-to-off masking slider we previously thought devs would have access to. But let&#8217;s take&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/nvidia-finally-reveals-what-controls-devs-actually-have-for-dlss-5-and-dont-worry-folks-there-are-two-main-sliders-to-control-the-ai-filter\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1640814,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[66],"class_list":["post-1640813","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-hardware"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.0 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Nvidia finally reveals what controls devs actually have for DLSS 5, and don&#039;t worry folks, there are TWO main sliders to control the AI filter | Arcader News<\/title>\n<meta name=\"description\" content=\"Nvidia announced DLSS 5 back in March and it received, let&#039;s say, mixed reactions. 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