<!-- mobian-agent-page publisher="dailydev" canonical="https://daily.dev/posts/i-tested-dlss-5-on-games-it-wasn-t-designed-for-and-the-results-proved-some-visuals-are-already-per-7xjwho7yc" -->

---
title: I tested DLSS 5 on games it wasn't designed for, and the...
description: An enthusiast experiments with forcing Nvidia's DLSS 5 neural rendering into games it wasn't officially built for, using tools like OptiScaler and ReShade....
canonical: https://daily.dev/posts/i-tested-dlss-5-on-games-it-wasn-t-designed-for-and-the-results-proved-some-visuals-are-already-per-7xjwho7yc
twitter:card: summary_large_image
twitter:site: @dailydotdev
og:type: website
og:site_name: daily.dev
og:title: I tested DLSS 5 on games it wasn't designed for, and the results proved some visuals are already perfect | daily.dev
og:description: An enthusiast experiments with forcing Nvidia's DLSS 5 neural rendering into games it wasn't officially built for, using tools like OptiScaler and ReShade....
og:url: https://daily.dev/posts/i-tested-dlss-5-on-games-it-wasn-t-designed-for-and-the-results-proved-some-visuals-are-already-per-7xjwho7yc
og:image: https://api.daily.dev/og/posts/7XjWHO7yc.png
og:image:alt: I tested DLSS 5 on games it wasn't designed for, and the results proved some visuals are already perfect
og:image:width: 1200
og:image:height: 630
og:locale: en
---

> ## Documentation Index
> Fetch the complete documentation index at: https://daily.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# I tested DLSS 5 on games it wasn't designed for, and the results proved some visuals are already perfect

**[XDA Developers](https://daily.dev/sources/xda-developers)** · 6 min read · 2 upvotes · 0 comments

## Summary

An enthusiast experiments with forcing Nvidia's DLSS 5 neural rendering into games it wasn't officially built for, using tools like OptiScaler and ReShade. Testing Elden Ring, Black Myth: Wukong, and Cyberpunk 2077 reveals mixed results: sometimes sharper detail comes at a steep FPS cost, sometimes visuals barely change despite big framerate drops, and sometimes the forced neural rendering actually degrades a game's intended atmosphere (like Cyberpunk 2077's neon aesthetic). The conclusion is that native integration matters more than raw compatibility, and some games' original art direction is already correct without upscaling technology applied.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.xda-developers.com/i-tested-dlss-5-on-games-it-wasnt-designed-for-the-results-were-bizarre>

## Questions this post answers

### can I use DLSS 5 in games that don't officially support it?

Yes, tools like OptiScaler and ReShade can inject DLSS 5's neural rendering into unsupported titles. OptiScaler intercepts Vulkan or OpenGL rendering pipelines, or games exposing DLSS 4.5-era infrastructure, and replaces the rendering path with DLSS 5. However, without native integration into the game's rendering pipeline, image quality and art direction may not benefit as intended.

_daily.dev surfaces GPU tooling deep-dives for developers weighing upscaling tradeoffs before shipping graphics settings._

### how much does DLSS 5 neural rendering hurt frame rates on an RTX 4070 Ti?

In Elden Ring at maximum settings with ray tracing, enabling DLSS 5 neural rendering dropped frame rate from a steady 120 FPS down to around 40 FPS on an RTX 4070 Ti, with each neural rendering pass consuming roughly 1.2 GB of VRAM. In Black Myth: Wukong, framerate fell from 119 FPS to 54 FPS with barely any visible quality improvement.

_benchmarks like these help developers and gamers on daily.dev judge whether a rendering upgrade is worth the performance tradeoff._

### does OptiScaler make DLSS 5 run faster than native implementation?

Yes, OptiScaler applies DLSS 5's neural rendering layer before Super Resolution rather than after, effectively halving the full cost at final output resolution. This workaround delivers 60+ FPS with neural rendering enabled at 1440p, a substantial improvement over the unoptimized performance hit seen in games like Elden Ring.

_developers tracking GPU rendering optimizations can follow performance workarounds like this one on daily.dev._

## Similar posts on daily.dev

- [I tried out DLSS 5 on my old Wii game collection, and it looks just as weird as you'd imagine](https://daily.dev/posts/i-tried-out-dlss-5-on-my-old-wii-game-collection-and-it-looks-just-as-weird-as-you-d-imagine-1ynz1zbwt) · XDA Developers · 6 upvotes · 0 comments
- [I tested Nvidia's leaked DLSS 5 build on my RTX 40-series across 3 games, and it changed what I thought about neural rendering](https://daily.dev/posts/i-tested-nvidia-s-leaked-dlss-5-build-on-my-rtx-40-series-across-3-games-and-it-changed-what-i-thou-ssk0gibdc) · XDA Developers · 0 upvotes · 0 comments
- [I moved one thing in DLSS 5's pipeline, and it gave me back 50% of my frame rate](https://daily.dev/posts/i-moved-one-thing-in-dlss-5-s-pipeline-and-it-gave-me-back-50-of-my-frame-rate-bbyewyj0u) · XDA Developers · 0 upvotes · 0 comments

---

Tags: [#gaming](https://daily.dev/tags/gaming), [#nvidia](https://daily.dev/tags/nvidia)

[View this post on daily.dev](https://daily.dev/posts/i-tested-dlss-5-on-games-it-wasn-t-designed-for-and-the-results-proved-some-visuals-are-already-per-7xjwho7yc)

```json
{"@context":"https://schema.org","@graph":[{"@type":"Organization","@id":"https://daily.dev/#organization","name":"daily.dev","url":"https://daily.dev","logo":{"@type":"ImageObject","url":"https://daily.dev/apple-touch-icon.png","width":180,"height":180},"sameAs":["https://twitter.com/dailydotdev","https://github.com/dailydotdev","https://www.linkedin.com/company/daily-dev-ltd"]},{"@type":"WebSite","@id":"https://daily.dev/#website","url":"https://daily.dev","name":"daily.dev","publisher":{"@id":"https://daily.dev/#organization"},"potentialAction":{"@type":"SearchAction","target":{"@type":"EntryPoint","urlTemplate":"https://daily.dev/search?q={search_term_string}"},"query-input":"required name=search_term_string"}}]}
{"@context":"https://schema.org","@type":"TechArticle","headline":"I tested DLSS 5 on games it wasn't designed for, and the results proved some visuals are already perfect","url":"https://daily.dev/posts/i-tested-dlss-5-on-games-it-wasn-t-designed-for-and-the-results-proved-some-visuals-are-already-per-7xjwho7yc","mainEntityOfPage":{"@type":"WebPage","@id":"https://daily.dev/posts/i-tested-dlss-5-on-games-it-wasn-t-designed-for-and-the-results-proved-some-visuals-are-already-per-7xjwho7yc"},"datePublished":"2026-09-29T16:04:56.803Z","dateModified":"2026-09-29T19:21:06.581Z","description":"An enthusiast experiments with forcing Nvidia's DLSS 5 neural rendering into games it wasn't officially built for, using tools like OptiScaler and ReShade....","image":"https://media.daily.dev/image/upload/f_auto,q_auto/v1/posts/8008aad199e95480d329bc9781d4bf63?_a=AQAEuop","thumbnailUrl":"https://media.daily.dev/image/upload/f_auto,q_auto/v1/posts/8008aad199e95480d329bc9781d4bf63?_a=AQAEuop","isAccessibleForFree":true,"articleSection":"XDA Developers","inLanguage":"en","publisher":{"@type":"Organization","name":"daily.dev","url":"https://daily.dev","logo":{"@type":"ImageObject","url":"https://daily.dev/apple-touch-icon.png","width":180,"height":180}},"author":{"@type":"Organization","name":"XDA Developers","logo":"https://media.daily.dev/image/upload/s--kCg6yyAP--/f_auto,q_auto/v1774964407/logos/xda-developers?_a=BAMAMiWQ0","url":"https://daily.dev/sources/xda-developers"},"commentCount":0,"discussionUrl":"https://daily.dev/posts/i-tested-dlss-5-on-games-it-wasn-t-designed-for-and-the-results-proved-some-visuals-are-already-per-7xjwho7yc","interactionStatistic":[{"@type":"InteractionCounter","interactionType":{"@type":"LikeAction"},"userInteractionCount":2},{"@type":"InteractionCounter","interactionType":{"@type":"CommentAction"},"userInteractionCount":0}],"keywords":"gaming,nvidia","timeRequired":"PT6M"}
{"@context":"https://schema.org","@type":"BreadcrumbList","itemListElement":[{"@type":"ListItem","position":1,"name":"Home","item":"https://daily.dev"},{"@type":"ListItem","position":2,"name":"XDA Developers","item":"https://daily.dev/sources/xda-developers"},{"@type":"ListItem","position":3,"name":"I tested DLSS 5 on games it wasn't designed for, and the results proved some visuals are already perfect"}]}
{"@context":"https://schema.org","@type":"FAQPage","@id":"https://daily.dev/posts/i-tested-dlss-5-on-games-it-wasn-t-designed-for-and-the-results-proved-some-visuals-are-already-per-7xjwho7yc#faq","mainEntity":[{"@type":"Question","name":"can I use DLSS 5 in games that don't officially support it?","acceptedAnswer":{"@type":"Answer","text":"Yes, tools like OptiScaler and ReShade can inject DLSS 5's neural rendering into unsupported titles. OptiScaler intercepts Vulkan or OpenGL rendering pipelines, or games exposing DLSS 4.5-era infrastructure, and replaces the rendering path with DLSS 5. However, without native integration into the game's rendering pipeline, image quality and art direction may not benefit as intended. daily.dev surfaces GPU tooling deep-dives for developers weighing upscaling tradeoffs before shipping graphics settings."}},{"@type":"Question","name":"how much does DLSS 5 neural rendering hurt frame rates on an RTX 4070 Ti?","acceptedAnswer":{"@type":"Answer","text":"In Elden Ring at maximum settings with ray tracing, enabling DLSS 5 neural rendering dropped frame rate from a steady 120 FPS down to around 40 FPS on an RTX 4070 Ti, with each neural rendering pass consuming roughly 1.2 GB of VRAM. In Black Myth: Wukong, framerate fell from 119 FPS to 54 FPS with barely any visible quality improvement. benchmarks like these help developers and gamers on daily.dev judge whether a rendering upgrade is worth the performance tradeoff."}},{"@type":"Question","name":"does OptiScaler make DLSS 5 run faster than native implementation?","acceptedAnswer":{"@type":"Answer","text":"Yes, OptiScaler applies DLSS 5's neural rendering layer before Super Resolution rather than after, effectively halving the full cost at final output resolution. This workaround delivers 60+ FPS with neural rendering enabled at 1440p, a substantial improvement over the unoptimized performance hit seen in games like Elden Ring. developers tracking GPU rendering optimizations can follow performance workarounds like this one on daily.dev."}}]}
```

