DLSS 5 Video Player
One frame of the 007 First Light story trailer, a man's face in a wood-panelled room, from the player's DLSS 5 render at default settings. The same frame as the source file decodes it.
007 First Light, Story Trailer · IO Interactive frame 1122 · default settings · RTX 4080 SUPER · the player's own output, cropped, not retouched

See what DLSS 5 does to your videos.

A free, open-source Windows player that runs your videos, photos and GIFs through NVIDIA's DLSS 5 neural renderer on your own RTX card while you watch, keeps the original one key away, on the same frame, and saves the result as a file.

Windows · NVIDIA RTX · driver 610.47+ · MIT licensed. A community project, not an NVIDIA product. Is it safe?

The same frame, rendered twice

Drag the seam above. Both sides are one frame of the 007 First Light story trailer: the source on the left, the player's render at its default settings on the right, cropped identically and not retouched, sharpened or colour-graded. The change sits in skin, stubble and light across the face: the renderer rebuilds detail rather than laying a filter over the picture.

Source2560×1440 · 59.94 fps · 96.5 s

Renderthe whole video, at the default settings, upscaling off

MachineRTX 4080 SUPER · driver 610.47

Twenty-five seconds of it running

007 First Light and Grand Theft Auto VI at the default settings: a paused frame split down the face, GTA VI playing with the divider held still, then the player's Difference, Side by side and loupe views, and a live render filling the timeline (shown at 2× speed). No sound.

007 First Light, one frame split down the face: the source on the left, the player's DLSS 5 render on the right.

Rendered on an RTX 4080 SUPER; how it was made. 007 First Light — IO Interactive; Grand Theft Auto VI — Rockstar Games.

How it works

Press D and keep watching

Rendering is not an export queue. Press D at any point and playback moves onto rendered frames a few seconds later, while the rest of the video renders behind you, nearest the playhead first. Seek anywhere: rendered frames play wherever they are, and elsewhere the original plays at once while the render moves there.

The player paused on Grand Theft Auto VI with neural rendering on, showing the frame from its render of the whole trailer.
Grand Theft Auto VI, paused on a rendered frameframe 1940 · whole-trailer render · default settings

Compare without moving the playhead

Split, wipe, side by side or 2 × 2, all on one timestamp, from a compare bar under the picture. Drag the divider across a face, hold the mouse to see the original in place, or step frames on either view.

The player in Wipe mode on 007 First Light: the original left of a divider down a face, the DLSS 5 render right of it, with the compare bar below.
Wipe, with the compare bar007 First Light, frame 1122

See where the model changed the picture

Difference shows the change itself, amplified 1× to 32×. The loupe magnifies both at the same spot, and a setting changed while paused re-renders that frame, so you decide on the picture.

The player's Difference view of the same frame: where the model changed the picture, amplified 4x, as brightness.
Difference, ×4, brightness only007 First Light, frame 1122

A larger picture, upscaled by RTX VSR

Wherever the window shows a video larger than it is, NVIDIA’s RTX Video Super Resolution makes the picture at that size, on by default. Compare against RTX VSR (Shift+R) puts it beside the plain scale on the same frame. In a separate measurement, six clips from 960×540 to 1080p, it scored 87.5 VMAF against bicubic’s 80.5 (report).

A 540p copy of 007 First Light in Wipe, compared against RTX VSR: the player's plain scale left of a divider down the face, RTX VSR at High right of it.
A 540p frame shown at 1.51×, plain scale left, RTX VSR right007 First Light, frame 1122 · 1:1 file · whole window

Keep the evidence, with its provenance

Save comparison image writes exactly what the picture shows as a PNG, with a footer recording the player version, video, frame, view, neural settings and runtime.

The PNG the player saved for its 2 x 2 view: original, DLSS 5, Difference and RTX VSR at High, with a footer recording the version, frame, view, settings digest and runtime.
The file the player saved, as saved2 × 2 view of 007 First Light, frame 1122

Come back and it is still there

Renders stay on disk until you clear them or the drive falls below 20 GB free. Reopen a film weeks later and its whole-film render is still attached, as long as the source, the runtime and the neural settings still match. From 0.28.1, an update keeps them too, unless its notes say otherwise.

The start screen: the capability check, two Recent tiles for GTA VI Trailer 2 and 007 First Light each marked Rendered 100%, and the game trailers.
Recent videos on the start screen, with each render's coverage

Screenshots and GIFs, too

Open a PNG, JPEG, BMP, TIFF or WebP and press D. The same model renders it, the same compare views show what changed, and it saves back as a PNG or JPEG at full size. Here the game’s smooth orange skin comes back with texture, a truer tone and light that falls across the face. Animated GIFs render frame by frame and keep their timing.

A frame of the Mafia: The Old Country trailer, saved as a PNG and opened in the player as a photo, in Wipe: the original left of a divider down the man's nose, the DLSS 5 render right of it.
A still, saved as a PNG and opened as a photoMafia: The Old Country, trailer frame 864 · Wipe · default settings

Keep it as a file

A video, a photo or an animated GIF: whatever you watch rendered, you can save. Save converted video writes the render you already have without rendering again; Export with DLSS stages (Ctrl+S) renders a new file. Both are under DLSS > Convert & export.

VideoMKV or MP4, of the whole video or a marked clip. MKV keeps the source audio, subtitles and chapters without re-encoding them.

GIFAn animated GIF renders frame by frame with its own timing, and saves as GIF, MP4 or MKV.

PhotoPNG, JPEG, BMP, TIFF or static WebP in; PNG or JPEG out, at the source size. The 2560×1440 screenshot above took 8 s from the command line on an RTX 4080 SUPER.

StagesSuper Resolution, neural rendering and frame generation at 2× to 5× the frame rate, any combination, in one file and in NVIDIA’s order. Super Resolution on its own runs on RTX VSR by default, or DLSS Super Resolution if you choose it.

Scripteddlss5-convert clip.mp4 writes clip-dlss.mkv without opening the player, and takes folders and wildcards too. Every stage and Neural setting is an option: --preset strong --passes 3 stacks three passes of the strong look, --stages fg --multiplier 3 triples the frame rate. dlss5-convert probe says what a file is and what this machine can run on it; the usage guide has the rest.

Left outSubtitles travel as tracks and are never burned in. Image adjustments and playback upscaling are not baked in; the stages export is how a larger size goes into the file.

The Export with DLSS stages window: Super Resolution ticked, output height 2160p, Upscaler RTX VSR (recommended), neural rendering and frame generation unticked, and the result 3840 × 2160 at 30 fps, 1 pass.
Super Resolution alone, upscaled by RTX VSRExport with DLSS stages, at 100% scaling

What it does

Details are in the usage guide. Nothing is uploaded: the work happens on your GPU and the cache stays on your disk.

Compare

  • Split, wipe, side by side and 2 × 2, all on one timestamp
  • A Difference view of where the model changed the picture, amplified 1× to 32×
  • A loupe and zoom to 8×, down to single pixels
  • Hold the mouse on the picture to see the original in place
  • Save comparison image: exactly what is on screen, with a provenance footer

Play

  • Renders while you watch, and seeks anywhere, rendered or not
  • RTX Video Super Resolution upscales the picture, on by default wherever the window is larger than the video: 87.5 VMAF against bicubic’s 80.5 in the measurement
  • Local files, public YouTube links, photos, animated GIFs and the bundled game trailers
  • HDR10 and HLG tone-mapped for the model, and the original shown in HDR on an HDR display
  • Subtitles (SRT, ASS, WebVTT, PGS, VobSub) drawn after the render, so text is never warped

Keep and export

  • Renders kept on disk at Standard, High (10-bit) or Lossless quality
  • PNG, JPEG, GIF, MP4 or MKV; MKV keeps the audio, subtitles and chapters untouched
  • Super Resolution, neural rendering and frame generation in one file, in NVIDIA’s order
  • Frame generation from 2× to 5× the frame rate, as a conversion
  • The same export from the command line: dlss5-convert converts files and folders, skips what is done and reports each result
  • Every export setting as an option, stacked neural passes and the encode included

Check

  • A SHA-256 beside every zip, and what it does and does not prove
  • Signed build provenance on the core zip, checked with gh attestation verify
  • verify_package.ps1 checks every file against a pinned manifest before the first run
  • MIT licensed, built in the open on GitHub
A subtitle drawn over the DLSS 5 frame of 007 First Light; the text is a test file that says what it is.
Subtitles, drawn after the render
The Neural settings dialog at its defaults: the Look preset Standard (recommended) with its description, the Look controls led by Style, Quality and render time, Guides sent to the model, Across frames, and a line saying the neural render on screen uses these settings.
Neural settings, at their defaults
Image adjustments open over a paused Grand Theft Auto VI frame in the DLSS 5 view, the DLSS 5 mix at 100%, with the compare bar below.
The DLSS 5 mix, at its 100% default

Limits and requirements

Stated as plainly as the features, and measured where a number is given.

HardwareAn NVIDIA RTX card and driver 610.47 or newer; older drivers are refused up front. Checked on an RTX 4080 SUPER and an RTX 5090. RTX 20 and 30 cards lack native FP8, should be several times slower, and are untested; for their frame generation the player offers the unofficial community dlssg_sm86 add-on.

SpeedOn an RTX 5090 a live session costs 6.8 ms a frame at 1080p30, 9.9 ms at 1440p30 and 23 ms at 4K30, all faster than the video plays. On an RTX 4080 SUPER a whole 4K render ran at 14.8 fps, slower than a 30 fps film plays.

UpscalingRTX Video Super Resolution upscales playback by default: 87.5 VMAF against 80.5 for bicubic on six clips, 960×540 to 1080p. DLSS Super Resolution scored below bicubic on all six; it is built for games, so it is off by default.

RuntimeThe neural runtime is a modified, unsigned community build, not a signed NVIDIA package. Why it is unsigned.

ArtifactsDepth is estimated from the picture, and so is motion on cards without the optical flow engine. Expect some artifacts.

Low keyIn deep shadow the model can crush a face towards black and add speckle. The frame below is the plainest case found.

CacheA render started partway into a video is not joined to the rest, and below 20 GB free the least recently watched renders are deleted first.

Assassin's Creed Shadows, a face in deep shadow under a helmet: the source on the left; on the right the player's render crushes the face towards black and adds speckle.
Assassin's Creed Shadows, Story Trailer · Ubisoft frame 1987 · default settings · RTX 4080 SUPER · full size · record

Next to the other projects

Several open-source projects put DLSS 5’s neural pass on video. This one is built to watch the result and check it: it renders the whole video while you watch, keeps the render, and shows the original beside it on the same frame. As of 2 October 2026, from each project’s own README, releases and issues; the full list has more, and corrections are welcome.

DLSS 5 Video Player compared with Visual Enhancer, NeuralScreen, Veyra and DLSS5Tool
This player Visual Enhancer v14.0 NeuralScreen v2.1.9 Veyra 2.0.0 DLSS5Tool v2.3.3
What it isPlays the video while rendering all of it in the background, and exportsConverts through a stage pipeline; a Live mode plays through itAn overlay on the whole desktop, plus file conversionPlays files, capture cards and game streams in real timeConverts, with a preview
Render you keepYes: rendered frames are cached, seekable and re-watchedNo: Live keeps a 2–30 s bufferNo: real timeNo: real timeExport only
CompareSplit, Wipe, Difference, Side by side, 2×2, loupe, hold for original, against RTX VSRSplit, 2-UpBefore/after wipeOriginal/enhanced toggleWipe, side by side
UpscalingRTX VSR by default in playback and export; DLSS SR on request; measuredRTX VSR and DLSS SR stages, off by defaultNone, by designDLSS SR, RTX VSR or FSRRTX VSR 2× or 4×
Frame gen.DLSS-G 2–5× as a conversion; RTX 20/30 through an offered, hash-checked add-onDLSS-G as a conversionDLSS-G 2–4×, liveDLSS-G, XeSS or FSR up to 6×, liveDLSS-G 2×, export
InputsLocal video, public YouTube, photos, GIFsImages, video, URLs, YouTube, TwitchAnything on screen, filesFiles, images, capture cards, PS5, PC and Xbox streamsImages, video, image sequences
Export keepsAudio, subtitles and chaptersAudio and chapters; not subtitlesAudioAudio and subtitlesAudio
HDRShown on HDR displays; exports are SDR10-bit HDR export; SDR→HDRHDR10 recording; capture experimentalKept; HEVC Main10 exportHDR10/HLG export
Command linedlss5-convert: files, folders, JSON reportVE_CLI.exeNo; a GUI queueNot documentedNot documented
Download377 MB, or 36 MB without the runtime726 MB230 MB409 MB580 MB lite
VerifySHA-256, GitHub attestations, a manifest and a verifierGitHub’s per-file digestSHA256SUMS and a runtime manifestSHA-256 filesRuntime hashes
LicenceMITSource-available, its own termsPolyForm Strict, non-commercialGPL-3.0; AGPL for streamingMIT

Of the five, only this player keeps the render, so a seek lands on rendered frames and a video you come back to is already done. It compares the render with the original on the same frame in more ways than any of the others, RTX VSR included; only its export keeps subtitles and chapters as well as audio; and only its downloads carry GitHub attestations of what this repository built.

None of these projects is an NVIDIA product, and each runs the neural pass on a runtime NVIDIA has not published for this use, this one included. This player is published only on its releases page; re-uploads of DLSS 5 tools under other accounts have been reported carrying malware.

Download

v0.28.2, published 4 October 2026. Free, with no account and no installer: unzip it and run it. Every build is on the release page with its checksum.

Complete

The player and the pinned neural runtime. This is the one you want.

Download 377 MB

dlss5-video-player-v0.28.2-win64.zip

Core

The player alone, without the neural runtime. Build or supply your own.

Download 36 MB

DLSSVideoPlayer-v0.28.2-core-win64.zip

Source

MIT licensed. Read it, build it yourself, or check that the core zip was built from it.

View source 164 stars

github.com/2600th/dlss5-video-player

Before you run it

  1. Unzip into a new, empty folder. Keep neural-runtime/ next to the executable.
  2. Run DLSSVideoPlayer.exe.
  3. Open a file with Ctrl+O, paste a YouTube link with Ctrl+L, or pick something from File > Game trailers.
  4. Press D. It buffers for a few seconds, then plays the render.
The start screen: the capability check with its RTX VSR line, two recent videos, and the game trailers with their YouTube thumbnails.
The start screen checks the machine firstRTX 5090 · thumbnails from YouTube, for the trailers’ publishers

Questions

Is it safe to run?

It is open source, but its neural runtime is a modified community build that nobody can sign, so decide with that in view. Each zip has a SHA-256 beside it. The core zip is built by CI from this repository and carries a signed build attestation (gh attestation verify); the complete zip is assembled by the maintainer and has a checksum only. Inside either, verify_package.ps1 checks every file against a pinned manifest before the first run. Scan the runtime as you would any unsigned software, or take the core zip and supply your own.

Why is the neural runtime unsigned?

Because it has been modified. It includes NVIDIA's neural DLL modified by the community to run on every RTX generation, 20 through 50, which invalidates NVIDIA's signature, alongside community ReShade and RenoDX files that were never signed. Nobody is in a position to re-sign it, so it ships unsigned and says so. Its files are pinned by size and SHA-256, and the package verifier rejects any that have changed.

Which GPUs does it need?

An NVIDIA RTX card and driver 610.47 or newer; with an older driver the player says so up front. It has been checked on an RTX 4080 SUPER and an RTX 5090. RTX 20 and 30 series cards lack native FP8 and should be several times slower; nobody has tested neural rendering on one yet. On any other GPU the start screen says "not an RTX GPU, so no DLSS", and playback there has not been tested. Frame generation is NVIDIA's for RTX 40 and 50; on RTX 20 and 30 the player offers to download the unofficial community dlssg_sm86 add-on, and a user ran frame generation at 4x on an RTX 3060 with it.

How long does a render take?

You do not wait for it to start: playback joins the render a few seconds after you press D, and the rest fills in while you watch. On an RTX 5090 a live session costs 6.8 ms a frame at 1080p30, 9.9 ms at 1440p30 and 23 ms at 4K30, all faster than the video plays. An RTX 4080 SUPER measured 15.3 ms at 1080p30 on an older version, and rendered a whole 4K film at 14.8 frames a second. After your first session the player warns you before a video it expects to fall behind on. The other limits are above.

Does it upload my video anywhere?

No. Rendering runs on your GPU and the cache stays on your disk. The player goes online to fetch a YouTube link you paste, and once a day to ask GitHub whether there is a new release, which [Updates] Enabled=0 in its settings file turns off. The start screen also fetches the seven built-in trailers' thumbnails from YouTube's image server, then again once a month, which [Start] ThumbnailFetch=0 turns off.

Does it upscale video too?

Yes. RTX Video Super Resolution upscales playback by default wherever the window shows a video larger than it is: on six clips upscaled from 960×540 to 1080p it scored 87.5 VMAF against 80.5 for a plain bicubic upscale. DLSS Super Resolution is there too, off by default, because on video it scored below bicubic every time. Neural rendering itself keeps the source resolution.

Does it work on screenshots and photos?

Yes. Open a PNG, JPEG, BMP, TIFF or static WebP and press D: it renders once and stays on that frame, with the same compare views as a video, and saves as a PNG or JPEG at its own size. From the command line, a 2560×1440 game screenshot became a PNG in about 8 seconds on an RTX 4080 SUPER. Animated GIFs render frame by frame and keep their timing. The model is built for rendered games, and game screenshots are what it has been tried on; camera RAW and animated WebP are not supported.

Can I keep the result?

Yes: PNG or JPEG for photos, GIF for animations, MP4 or MKV for video, from the player or from the command line with dlss5-convert, which also converts whole folders. MKV keeps the source audio, subtitles and chapters without re-encoding them. Export with DLSS stages writes Super Resolution, neural rendering and frame generation into one file, in NVIDIA's order.