NVIDIA opened its keynote at the annual SIGGRAPH 2026 event in Los Angeles this week with an updated and in-depth look at DLSS 5. And compared to the announcement and debut from GTC earlier this year, which led to widespread backlash for the generative AI tool designed to add photorealistic lighting and detail to a scene, it was night and day.

In addition to providing a more technical look at how it works, the big thing with this presentation was showcasing how much control game developers will have over DLSS 5, and how they will be able to direct the look, feel, and intensity of the technology to "preserve artistic intent."
From a high level, this updated version of DLSS 5 includes three real-time models that developers can use, each presenting photorealistic lighting with different intensity. These models, dubbed Model A, Model B, and Model C, can be used on different scenes and characters, with the option to mix and match. Like DLSS Super Resolution, some of the models are more intensive and complex than others, but all are designed to run on a single GPU.
Unlike the initial DLSS 5 debut, the demonstration of the effect and developer tools was carried out on NVIDIA's own RTX tech demos built to showcase the latest in RTX Blackwell ray-tracing and rendering technologies. A smart move, but also one that makes sense as it allows the technology, models, and developer customization tools to take center stage on this updated look at DLSS 5.
When it comes to DLSS being rendered as part of a scene, NVIDIA notes that the entire traditionally rendered frame is taken into account, with DLSS 5's photorealistic lighting pass focused on complex lighting like sub-surface scattering, global illumination, and more. NVIDIA notes that the biggest challenge with DLSS 5 is adding material and object photorealism while maintaining the artistic look and visual identity of the source material.
DLSS 5 development tools offer in-depth customization, with the ability to mask characters and objects in a scene, with no limit, and then fine-tune the effect on each. The two main sliders are Structural Intensity and Tone Intensity, with each dictating different types of effects like reflections, and so forth. For those criticisms aimed at how DLSS 5 dramatically altered the look of characters during its initial debut, these sliders will allow developers to highlight characters and fine-tune the effect so it looks additive rather than transformative.

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What are the differences between DLSS 5's Model A, Model B, and Model C and when should developers use each?
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Naturally, that's what DLSS 5 ultimately can do: offset some of the hardware-intensive work required to deliver a full path-traced scene with cinematic or photorealistic detail that is transformative. The good news is that NVIDIA has seemingly taken all of the criticism to heart, as what we see here looks, well, impressive - especially from a developer control perspective. Although this was a technical presentation, from what we've heard, DLSS 5 is still on track for a Fall 2026 release.






