OpenDLSS: A Vulkan Reimplementation of Nvidia's DLSS 5 Neural Rendering Network
TL;DR Highlight
A Vulkan reimplementation of DLSS 5's neural rendering net that matches the original byte for byte
Who Should Read
Graphics or inference-infrastructure developers who run transformer inference directly on GPUs or care about FP8 kernel optimization
Core Mechanics
- Byte-for-byte match with the original
- It implements the same 71-block Swin/ViT network as DLSS-NR build 310.8.0.
- All 75 block-boundary intermediates match byte for byte, not just the final image.
- A re-rendering network, not an upscaler
- It re-renders the frame the engine already drew, generating detail from injected noise and adjusting tone, structure and skin per a style setting.
- Input and output resolutions are the same.
- Inputs: frame, noise, previous frame, scalars
- Inputs are an LDR proxy of the frame, three lanes of Gaussian noise, the reprojected previous output and five conditioning scalars.
- Output is four f32 channels per pixel: an RGB residual and one temporal-blend logit.
- 1080p takes 7.8ms on an RTX 4070 SUPER
- This is the minimum over 40 frames for the whole network, with 241 dispatches at every resolution.
- 768x768 takes 2.8ms, 1440p 12.6ms and 2160p 29.3ms.
Community Reactions
How to Apply
- Adopt the fixture-based verification pattern
- When building your own inference kernels, save reference outputs at each block boundary and compare them byte for byte.
- This repo's parity command is an example, and docs/numerics.md describes the exactness contract.
- Toggle optimizations off one by one to check exactness
- Use env vars like DLSS5VK_CHAIN=0 or DLSS5VK_UNFUSED=1 to disable optimizations and compare outputs.
- Every switch is designed to keep the output byte-identical.
Terminology
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