NVIDIA Details How DLSS 5 Developer Controls Tame AI Over-Rendering

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NVIDIA just published a new developer-focused blog post detailing how game makers can control DLSS 5's 3D-guided neural rendering, and while most of the information in the post will be familiar to anyone who has been following DLSS 5 closely (and, indeed, to anyone who read our launch coverage) it offers a useful look at why NVIDIA gives developers so many knobs to control the technology in the first place.

As we covered ahead of launch, developers can select from multiple DLSS 5 models, adjust Structure Intensity and Tone Intensity, and use both semantic AI masking as well as engine-level masks to control where the effect is applied. DLSS 5 can also make use of richer input data such as ray-traced or path-traced lighting, which NVIDIA says produces substantially more accurate results. The one particularly interesting new tidbit in this latest developer post is that Visual Concepts apparently...

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