Process a photo, GIF or video, replay its cached neural result, and compare it with the original at the same timestamp. A native Windows player for local media and public YouTube videos, with optional DLSS Super Resolution during playback.
Get started · Usage guide · Build from source · Troubleshooting
Watch the 30-second demo — actual player footage from The Witcher IV. Compare the same paused frame with Neural Rendering Off and On, then watch uninterrupted playback with it left On. 1080p H.264 MP4; intentionally silent. Capture details and edit source.
v0.14.1 experimental release. Download the Windows build with recent-video caching, settings snapshots, MKV export and highest-bitrate YouTube selection. See the changelog.
Important
This is an experimental community project, not an official NVIDIA DLSS 5 integration. The optional neural runtime uses modified/unsigned third-party components. Hardware verification for v0.14.1 used an RTX 5090. See runtime details and notices.
- Compare the same moment. Switch between original and cached neural video without changing the playback timestamp.
- Replay recent videos. The last five distinct videos persist across launches. Acquired YouTube sources and neural renders are reused after validation.
- Keep experiments consistent. Neural settings are saved with each render and included in its cache identity. A settings change triggers a new render.
- Take the result with you. Export processed photos as PNG/JPEG, animations as GIF, or videos as MP4/MKV. MKV preserves available source audio, compatible subtitles and chapters without re-encoding.
- Keep playback clear. Fullscreen hides the menu and controls until the mouse moves. Writable portable installs keep their cache beside the EXE.
- Choose playback upscaling separately. Apply optional DLSS Super Resolution to either view at 1440p or 2160p. The neural cache retains source resolution.
- Start with a game trailer. Six official trailers featuring human characters, each under three minutes, are available under File > Game trailers.
- Use Windows x64 with a D3D12-capable NVIDIA RTX GPU and a suitable NVIDIA driver. The experimental neural layout requires the separately supplied runtime described in setup.
- Build the current source, or download the v0.14.1 package if you have repository access. GitHub's source ZIP is not a runnable package.
- Extract a packaged build into a new folder and keep all helpers and
neural-runtime/intact. LaunchDLSSVideoPlayer.exe. - Open a local file (
Ctrl+O), paste a public YouTube URL (Ctrl+L), or choose File > Game trailers. - Let preparation finish. Press
Dto compare neural and original views; enable DLSS Upscaling separately if desired. - Reopen through File > Recent videos, or choose File > Export processed media to save the prepared result.
The publishable core package has fewer capabilities than the complete experimental layout. Build inputs and package contents are explained in Building.
| Action | Control |
|---|---|
| Open a local file / YouTube URL | Ctrl+O / Ctrl+L |
| Play or pause | Space |
| Compare original and neural views | D |
| Seek / step a paused cached frame | Timeline or Left / Right; . to step |
| Volume / mute | Volume control or mouse wheel; M to mute |
| Fit or fill / fullscreen | A / F11 |
| Image adjustments | Ctrl+E |
| Replay / export | File > Recent videos / Export cached video |
Volume, mute, fit/fill, comparison view, upscaling preference/output, YouTube quality and image adjustments are saved across launches.
| Setting | Fresh-install default |
|---|---|
| Neural Rendering | On; prepare or reuse a validated cache |
| DLSS Upscaling | Off; 1440p output selected, with 2160p available |
| YouTube source quality | Auto: prefer exact 1080p, otherwise highest available up to 4K |
| Frame Generation | Unavailable; no backend is implemented |
Manual YouTube choices are 1080p, 1440p and 2160p. Each selects the highest advertised video bitrate at that resolution, across available codecs and containers. Source quality and playback upscaling are separate. See cache, settings and export details.
See the trailer list and runtimes for the released and upcoming AAA games in File > Game trailers.
Actual Windows captures of the v0.13.0 feature implementation on an RTX 5090. Images show interface states, not image-quality benchmarks. Open an image to inspect it at full size.
Matched original and neural face views
Runtime upscaling is off in both comparison captures. These document a synchronized toggle, not a claim that every source gains visible detail.
Capture details and footage attribution.
- Neural rendering prepares the complete video before playback. Processing time and results vary by source and hardware; this is not real-time neural rendering.
- Motion and depth guides are estimated from video. Artifacts are possible; RTX 40 neural compatibility has not been hardware-verified for this build.
- Export copies the cached 8-bit video. Playback adjustments and runtime upscaling are not baked in; export does not restore HDR or lost source precision.
- Compatible source subtitles remain separate in export. In-player subtitle display, burn-in, queues, HDR processing and durable render resume are not included.
- YouTube supports public, non-DRM videos without login. Availability and regional access can change. Local playback remains available.
- Recent history is limited to five videos, not a disk-size quota. Large videos can consume substantial space; use Advanced > Clear Neural Cache when needed.
The stack is C++20, Win32, Direct3D 12, FFmpeg and NVIDIA NGX. An isolated helper hosts the experimental neural runtime; playback upscaling runs in the player.
- Build and test
- Architecture and technical overview
- Runtime setup
- Verification results
- Troubleshooting and report an issue
- Example video sources
For a bug report, include the build/revision, GPU, driver, source dimensions and frame rate, reproduction steps and relevant log excerpts. Remove private paths and signed media URLs before sharing logs. Changes should preserve the source resolution and neural-validation contracts; run CTest and relevant hardware smoke checks before proposing a renderer change.
Built upon DLSS 5 Video Player by Jessica Natalia Mods. Credit to the original project and its contributors for the foundation this project builds on.
Project source is MIT-licensed. Third-party binaries, game footage and trademarks retain their own terms; see third-party notices.




