{"id":742304,"date":"2026-06-17T12:19:13","date_gmt":"2026-06-17T12:19:13","guid":{"rendered":"https:\/\/www.newsbeep.com\/au\/742304\/"},"modified":"2026-06-17T12:19:13","modified_gmt":"2026-06-17T12:19:13","slug":"dlss-4-5-is-phenomenal-but-nvidia-left-one-big-problem-unsolved-until-now","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/au\/742304\/","title":{"rendered":"DLSS 4.5 is phenomenal, but Nvidia left one big problem unsolved&#8230; until now"},"content":{"rendered":"<p>                    Summary<\/p>\n<p>                                        DLSS 4.5 delivers unmatched sharpness and temporal stability, enabling low internal resolution to work on 4K.<\/p>\n<p>                                        New DLSS 4.5 Ray Reconstruction launches Aug 2026 with 2nd-gen transformer, boosting moving detail and denoising.<\/p>\n<p>                                        Together DLSS 4.5 and RR complete Nvidia\u2019s AI rendering stack, pointing to an AI-driven realtime graphics future.<\/p>\n<p>Ever since Nvidia unveiled the latest version of DLSS at CES 2026, it has been clear that DLSS 4.5 boasts the sharpest image quality and temporal stability in their proprietary upscaler to date. In fact, DLSS 4.5 even makes low internal resolutions like DLSS Performance and even Ultra-Performance genuinely viable on 4K displays. Sure, it comes with a slight performance cost with fewer frames and increased VRAM usage, but DLSS 4.5 has earned every bit of that extra resource tax.<\/p>\n<p>However, ever since launch, DLSS 4.5 has remained incomplete. Ray Reconstruction, which is Nvidia&#8217;s AI-backed image denoiser in the DLSS suite, has been nothing short of impressive since its launch in September 2023 alongside DLSS 3.5. Sadly, it didn&#8217;t work with DLSS 4.5, meaning users had to go back to using DLSS 4 if they wanted Ray Reconstruction with path-traced or <a href=\"https:\/\/www.xda-developers.com\/path-tracing-is-now-fantastic-and-it-would-not-be-possible-without-dlss\/\" target=\"_blank\" rel=\"nofollow noopener\">fully ray-traced games<\/a>. Now, thankfully, that is about to change, with Ray Reconstruction for DLSS 4.5 finally on the horizon.<\/p>\n<p>                                                                                                                            <a href=\"https:\/\/www.xda-developers.com\/dlss-45s-added-hardware-cost-is-well-worth-it-on-my-2-year-old-rtx-pc\/\" rel=\"nofollow noopener\" target=\"_blank\"><br \/>\n                        <img width=\"440\" height=\"248\" loading=\"lazy\" decoding=\"async\" alt=\"Black Myth: Wukong running on a gaming PC.\" data-img-url=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/black-myth-wukong-with-dlss-4-5-on-a-gaming-pc-with-nvidia-rtx-4070-ti.jpg\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/black-myth-wukong-with-dlss-4-5-on-a-gaming-pc-with-nvidia-rtx-4070-ti.jpg\"\/><\/p>\n<p>                    <\/a><\/p>\n<p>                    Related<\/p>\n<p>\t\t<a href=\"https:\/\/www.xda-developers.com\/dlss-45s-added-hardware-cost-is-well-worth-it-on-my-2-year-old-rtx-pc\/\" title=\"DLSS 4.5 is expensive, but it\u2019s the best thing to happen to my aging RTX PC\" target=\"_blank\" rel=\"nofollow noopener\"><br \/>\n\t\t\tDLSS 4.5 is expensive, but it\u2019s the best thing to happen to my aging RTX PC<br \/>\n\t\t<\/a><\/p>\n<p class=\"display-card-excerpt\">The upside is remarkable, but the cost isn&#8217;t equal for all.<\/p>\n<p>                        Why does Ray Reconstruction not work with DLSS 4.5?<\/p>\n<p>            Users have had to manually set DLSS 4 to use RR with path-traced titles<\/p>\n<p>The biggest reason DLSS 4.5 has felt incomplete is because Ray Reconstruction and DLSS 4.5 simply weren&#8217;t speaking the same language so far. While DLSS 4.5 had an all-new transformer-based AI model for Super Resolution upscaling, Ray Reconstruction was still built around the older architecture introduced with DLSS 3.5. As such, enabling Ray Reconstruction didn&#8217;t <a href=\"https:\/\/www.xda-developers.com\/i-compared-dlss-45-to-fsr-redstone-and-the-results-were-shocking\/\" target=\"_blank\" rel=\"nofollow noopener\">pair it with DLSS 4.5<\/a>, and instead, games just internally swapped the entire upscaler back to the older DLSS 4 model, even if the settings menu made it look like you were just ticking an extra checkbox.<\/p>\n<p>Even when power users were manually overriding DLSS versions through the Nvidia App and setting the global Super Resolution override to Preset M and L (DLSS 4.5 versions), turning on Ray Reconstruction set them right back to DLSS 4. In fact, most games presented Ray Reconstruction as an optional enhancement, when in reality, it functions as a completely different reconstruction pipeline. You&#8217;re never really <a href=\"https:\/\/www.xda-developers.com\/nvidias-dlss-45-promises-even-better-quality-and-higher-frame-rates-on-your-existing-gpu\/\" target=\"_blank\" rel=\"nofollow noopener\">using DLSS 4.5<\/a> with Ray Reconstruction, and instead, you can just choose one or the other, even if a game bothered to explain that distinction to you or not.<\/p>\n<p>To be rather fair, at this point, Ray Reconstruction has definitely started to show its age. It still does a remarkable job at replacing traditional denoisers, but its weaknesses are downright impossible to ignore in path-traced games like Resident Evil Requiem and Cyberpunk 2077. The moment a tiny bit of rain hits, the image quality begins to resemble an oil painting smeared across the monitor screen. That&#8217;s because the current version of Ray Reconstruction does struggle with fine particles, rain droplets, and rapidly changing lighting, causing them to either ghost, blur, or a bit of both. Bottom line: it&#8217;s been clear for a while that Ray Reconstruction needed the same AI evolution that DLSS 4.5 has already received.<\/p>\n<p>                                                                                                                            <a href=\"https:\/\/www.xda-developers.com\/native-resolution-gamers-have-become-luddites-and-thanks-to-nvidia-dlss\/\" rel=\"nofollow noopener\" target=\"_blank\"><br \/>\n                        <img width=\"440\" height=\"248\" loading=\"lazy\" decoding=\"async\" alt=\"cyberpunk-2077-path-tracing-dogtown\" data-img-url=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/cyberpunk-2077-path-tracing-dogtown.png\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/cyberpunk-2077-path-tracing-dogtown.png\"\/><\/p>\n<p>                    <\/a><\/p>\n<p>                    Related<\/p>\n<p>\t\t<a href=\"https:\/\/www.xda-developers.com\/native-resolution-gamers-have-become-luddites-and-thanks-to-nvidia-dlss\/\" title=\"DLSS closed the gap to native resolution so well that native gamers became the outliers\" target=\"_blank\" rel=\"nofollow noopener\"><br \/>\n\t\t\tDLSS closed the gap to native resolution so well that native gamers became the outliers<br \/>\n\t\t<\/a><\/p>\n<p class=\"display-card-excerpt\">Gaming at native resolution makes you a Luddite today<\/p>\n<p>                        Ray Reconstruction with DLSS 4.5 is launching in August 2026<\/p>\n<p>            Nvidia is finally closing a huge gap<\/p>\n<p>        <img width=\"1650\" height=\"1100\" loading=\"lazy\" decoding=\"async\" alt=\"Path tracing and ray reconstruction enabled in Cyberpunk 2077 graphics settings.\" data-img-url=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/path-tracing-and-ray-reconstruction-enabled-in-cyberpunk-2077-settings.jpg\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/path-tracing-and-ray-reconstruction-enabled-in-cyberpunk-2077-settings.jpg\" class=\"img-brightness-opt-out\"\/><\/p>\n<p> Come August, DLSS 4.5 will receive <a href=\"https:\/\/www.nvidia.com\/en-in\/geforce\/news\/dlss-4-5-ray-reconstruction-1000-rtx-games-apps-out-now\/\" rel=\"noopener noreferrer nofollow\" target=\"_blank\">its own dedicated Ray Reconstruction model<\/a>, built from the ground up using Nvidia&#8217;s second-gen transformer architecture. According to Nvidia, the new model delivers around 35% more compute capability while reconstructing significantly more ray-traced detail than ever before. More importantly, however, it finally allows the latest version of Super Resolution upscaling and Ray Reconstruction to work together instead of forcing users to either pick one or the other.<\/p>\n<p>Now, if you were to take a look online for the improvements and differences this brings, you&#8217;ll realize that they don&#8217;t lie in the flashy screenshots that Team Green usually likes to show off. Instead, DLSS 4.5 Ray Reconstruction significantly enhances the tiny details that constantly move, like particle effects, drifting smoke, sparks, rain, and foliage. It&#8217;s these high-frequency elements that have traditionally been some of the hardest things for AI denoisers to reconstruct cleanly. Now, the updated transformer model is going to do a noticeably better job of preserving these details while reducing temporal instability. As a result, ray-traced and especially path-traced scenes will have a more natural and consistent appearance, especially in motion.<\/p>\n<p>As always, the best part about this is that you won&#8217;t have to wait for individual game patches to use DLSS 4.5 Ray Reconstruction. Every GeForce RTX owner, from the RTX 20 series all the way to the RTX 50 series, will be able to enable the new Ray Reconstruction model through the Nvidia App&#8217;s DLSS Override feature when it launches this August. This means that the user&#8217;s effort will be limited to simply downloading <a href=\"https:\/\/www.xda-developers.com\/nvidia-auto-shader-compilation-fixes-stuttering-after-gpu-driver-updates\/\" target=\"_blank\" rel=\"nofollow noopener\">a new GeForce Game Ready driver<\/a> update and then selecting a new RR model from inside the Nvidia App.<\/p>\n<p>                                                                                                                            <a href=\"https:\/\/www.xda-developers.com\/i-game-at-4k-and-its-more-accessible-than-ever-thanks-to-dlss-45\/\" rel=\"nofollow noopener\" target=\"_blank\"><br \/>\n                        <img width=\"440\" height=\"248\" loading=\"lazy\" decoding=\"async\" alt=\"Forza Horizon 5 running on a 4K TV.\" data-img-url=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/forza-horizon-5-dlss-balanced-4k-tv.jpg\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/forza-horizon-5-dlss-balanced-4k-tv.jpg\"\/><\/p>\n<p>                    <\/a><\/p>\n<p>                    Related<\/p>\n<p>\t\t<a href=\"https:\/\/www.xda-developers.com\/i-game-at-4k-and-its-more-accessible-than-ever-thanks-to-dlss-45\/\" title=\"I game at 4K, and it&#039;s more accessible than ever thanks to DLSS 4.5\" target=\"_blank\" rel=\"nofollow noopener\"><br \/>\n\t\t\tI game at 4K, and it&#8217;s more accessible than ever thanks to DLSS 4.5<br \/>\n\t\t<\/a><\/p>\n<p class=\"display-card-excerpt\">I believed I was happy with 1440p, and then DLSS 4.5 came along<\/p>\n<p>                        DLSS is so much more than just an upscaler<\/p>\n<p>            AI is slowly taking over the entire rendering pipeline<\/p>\n<p>        <img width=\"1650\" height=\"1238\" loading=\"lazy\" decoding=\"async\" alt=\"dlss-4-5-nvidia\" data-img-url=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/dlss-4-5-nvidia.jpg\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/dlss-4-5-nvidia.jpg\" class=\"img-brightness-opt-out\"\/><br \/>\n        Credit:\u00a0Nvidia<\/p>\n<p> When DLSS first came out, its sole job was to internally render the game at a lower resolution and then upscale to the monitor&#8217;s native resolution. Fast-forward to 2026, and that description becomes the grossest understatement of the year. Nvidia&#8217;s now got AI models handling Super Resolution, Frame Generation, Ray Reconstruction, DLAA, and even Multi-Frame Generation. Now, <a href=\"https:\/\/www.xda-developers.com\/nvidias-neural-texture-compression-vram-solution-needs-its-fastest-gpus\/\" target=\"_blank\" rel=\"nofollow noopener\">Neural Shaders are on the horizon<\/a> as well, making it increasingly clear that AI is no longer a single graphics feature, and is now simply turning into its own rendering pipeline.<\/p>\n<p>For some, the idea of this near future where AI practically constitutes the entire pipeline is exciting. For others, it&#8217;s enough to make them nostalgic for the days of brute-force rasterization. Either way, it&#8217;s difficult to ignore the direction the industry is heading in. Modern games are asking GPUs to simulate millions of rays, generate ultra-complex lighting, generate high-resolution textures, and reconstruct images that would&#8217;ve been impossible to render in real time just until a few years ago. As game engines become more and more ambitious. AI is taking on the role of the assistant that enabled graphics hardware to keep pace.<\/p>\n<p>In that sense, Ray Reconstruction arriving for DLSS 4.5 feels like more than just another feature update. It&#8217;s the final piece that completes what <a href=\"https:\/\/www.howtogeek.com\/if-you-have-one-of-these-gpus-nvidias-dlss-45-is-useless\/\" rel=\"noopener noreferrer nofollow\" target=\"_blank\">Nvidia originally set out to build<\/a> earlier this year. DLSS 4.5 was already undeniably phenomenal at making games look sharper than ever. In fact, the upscaler alone could reconstruct ray-traced graphics remarkably well, almost entirely eliminating the need for Ray Reconstruction in the first place. Now, it&#8217;s only about to get significantly better with Ray Reconstruction&#8217;s new transformer model joining the fray. Finally, with every major piece of Nvidia&#8217;s AI rendering toolkit working together, it does feel complete, offering a proper glimpse of <a href=\"https:\/\/www.xda-developers.com\/dlss-5-is-further-proof-that-rasterizations-days-are-numbered\/\" target=\"_blank\" rel=\"nofollow noopener\">where real-time graphics are headed<\/a> next.<\/p>\n<p>                                                                                                                            <a href=\"https:\/\/www.xda-developers.com\/upscaling-and-frame-generation-are-democratizing-high-end-visuals-today\/\" rel=\"nofollow noopener\" target=\"_blank\"><br \/>\n                        <img width=\"440\" height=\"248\" loading=\"lazy\" decoding=\"async\" alt=\"Cyberpunk 2077 on a gaming PC.\" data-img-url=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/cyberpunk-2077-on-a-gaming-pc.jpg\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/06\/cyberpunk-2077-on-a-gaming-pc.jpg\"\/><\/p>\n<p>                    <\/a><\/p>\n<p>                    Related<\/p>\n<p>\t\t<a href=\"https:\/\/www.xda-developers.com\/upscaling-and-frame-generation-are-democratizing-high-end-visuals-today\/\" title=\"Stop calling it AI slop \u2014 upscaling is democratizing high-end gaming for the 99%\" target=\"_blank\" rel=\"nofollow noopener\"><br \/>\n\t\t\tStop calling it AI slop \u2014 upscaling is democratizing high-end gaming for the 99%<br \/>\n\t\t<\/a><\/p>\n<p class=\"display-card-excerpt\">Better visuals for those not on the bleeding edge.<\/p>\n<p>            The next chapter of AI-powered graphics<\/p>\n<p>The biggest leaps in visual fidelity come through AI models that keep evolving long after the hardware leaves the factory.<\/p>\n<p>We&#8217;re no longer measuring graphics progress purely by faster GPUs or higher frame rates at all now. Increasingly, the biggest leaps in visual fidelity are arriving through smarter algorithms and enhanced neural networks, with AI models constantly evolving, long after the hardware leaves the factory.<\/p>\n<p>Five years ago, very few gamers would have believed that we&#8217;d be seeing this, but even now, we&#8217;re only scratching the surface of what&#8217;s possible. We&#8217;re talking about a smarter, cleaner, and more efficient Ray Reconstruction model today, but tomorrow, we could very well be talking about more AI features that handle even bigger pieces of the rendering pipeline. It&#8217;s certainly becoming the new normal, and the most exciting part about it all is that we&#8217;re probably still at the beginning of that journey.<\/p>\n","protected":false},"excerpt":{"rendered":"Summary DLSS 4.5 delivers unmatched sharpness and temporal stability, enabling low internal resolution to work on 4K. New&hellip;\n","protected":false},"author":2,"featured_media":742305,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[64,63,105],"class_list":["post-742304","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-au","tag-australia","tag-technology"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/posts\/742304","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/comments?post=742304"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/posts\/742304\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/media\/742305"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/media?parent=742304"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/categories?post=742304"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/tags?post=742304"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}