• TRENDING
  • Game News
  • Warframe
  • Hardware News
  • How-to
  • Games
  • CONTACT US
FramesGames
EN
  • ENEnglish
  • NLNederlands
  • Hardware
    • PC Builds
    • PC build calculator
  • Games
    • Reviews
  • How-to
  • News
    • Game News
    • Hardware News
  • Bookmarks
Reading: DLSS 5 made to run on Intel integrated graphics, at ten frames per second
Share
FramesGamesFramesGames
Font ResizerAa
  • Adventure
Поиск
  • Hardware
    • PC Builds
    • PC build calculator
  • Games
    • Reviews
  • How-to
  • News
    • Game News
    • Hardware News
  • Bookmarks
Have an existing account? Sign In
Follow US

Home / News / Hardware News / DLSS 5 made to run on Intel integrated graphics, at ten frames per second

Hardware News

DLSS 5 made to run on Intel integrated graphics, at ten frames per second

Last updated: September 20, 2026 8:55 am
David Freeman
Share
3 Min Read
SHARE

A developer going by Uzbekunknown has published dlss-nr-on-intel on GitHub: an independent reimplementation of the Neural Rendering pass from DLSS 5 that runs on the integrated Intel Arc 140V graphics of a Lunar Lake system. The repository opened on 12 September 2026 under the Apache 2.0 licence and is still being updated.

Содержание
  • What it costs in frames
  • What it does to the image

There is no Nvidia hardware here, no NGX interface and no CUDA. The network runs on Intel's XMX matrix units through the Vulkan cooperative matrix extension, and the pass is injected at the moment the frame is presented, so it attaches to anything that presents through Vulkan, including Windows games running under Proton.

What it costs in frames

The author does not hide the numbers, he publishes measurements. Below are his own figures from 18 September: this is the full round trip a game waits for, not the graph time alone.

DLSS 5 frame rates on an integrated Intel Arc 140V
DLSS 5 frame rates on an integrated Intel Arc 140V

In a live Tekken 7 fight at 640x360 the result was 10.5 frames per second. That is the cost of the pass itself on integrated graphics, and it grows with resolution: at 1080p only 2.4 frames are left. The author states outright that this is a research port rather than a finished product, and advises setting the game small, because the cost follows the frame size more than the render scale.

What it does to the image

Three games with different engines and interfaces were tested: Tekken 7 on Unreal Engine 4 and D3D11, Dead or Alive 5 Last Round on D3D9, and Mortal Kombat 1 on D3D12 through VKD3D-Proton. The results differ. In Tekken 7 and Dead or Alive 5 the character gets darker and gains texture, fabric most of all, while the background is barely touched. In Mortal Kombat 1, where faces are already finely rendered, the small detail actually goes down, and what changes instead is the colour, with the warm filter and the glow on the skin taken out.

One more detail, stated in the repository itself: the write-ups and analysis for the project were produced by a neural network. According to Tom's Hardware, nearly all of the code was written with AI agents too.

There is not much practical use for this port today: ten frames is a photo mode, not a game. The point is elsewhere. A pass that Nvidia keeps on its own hardware and its own libraries was reproduced from the outside, run on somebody else's integrated graphics, and all of the code is public. If you want the down-to-earth version of this topic, adding modern upscalers to games that do not support them, we have a detailed OptiScaler guide.

Valve open-sources Lepton, the layer that runs Android games on Steam Frame
Ryzen 5 5500F and 7500: AMD launched both without a word
The RTX 5090 Passed 5000 Euro in Germany, Plus 250 in Four Days
A modder built the 16 GB RTX 3070 Ti that NVIDIA never shipped, and it works
Windows 11 is being optimised for 8 GB PCs, and apps launch 40 percent faster
TAGGED:PC
Share This Article
Facebook Email Print
ByDavid Freeman
Follow:
David Freeman is the pen name behind FramesGames. Specs come from the manufacturer, test numbers only from benchmarks with a published method, and the charts are ours, with the source printed on the image.
Leave a Comment Leave a Comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

- Advertisement -
Ad imageAd image

Trending Stories

How-to

S.T.A.L.K.E.R. 2 running badly after update 2.0: how to get frames back

September 20, 2026
Game News

Gears of War: E-Day final PC requirements: ray tracing and a 115 GB SSD

September 18, 2026
Game News

Free weekend: Jump Space on Steam, Sea of Thieves on Xbox and PC

September 18, 2026
How-to

How to choose a handheld console in 2026: every option compared

September 18, 2026
Nintendo consoles cover with the memory multipliers 10x, 23x and 3x
Hardware

N64 to Switch 2: Nintendo console hardware and why the jumps zigzag

September 18, 2026
Game News

Warframe Iceblade of Narin Arrives 23 September: Narin, Banshee Rework and a Six-Player Mode

September 17, 2026

You Might Also Like

Hardware News

PC parts are getting more expensive from every side: CPUs, RAM and graphics cards at once

September 11, 2026
CONTROL Resonant PC requirements, cover
Hardware News

Remedy Reveals CONTROL Resonant Requirements: Six Configurations, an Upscaler in Every One

September 10, 2026
Hardware News

Radeon RX 9070 XT passes the RTX 3080 in the Steam survey and becomes the top Radeon

September 10, 2026
Hardware News

Best CPU for Onimusha: 31 processors tested, and one Ryzen 9 falls apart

September 9, 2026

Follow US on Social Media

Telegram

© 2026 FramesGames. All rights reserved.

FramesGames

Information

  • Contact
  • About
  • Editorial standards
  • Privacy Policy
  • Disclaimer
  • Cookie Policy (EU)
Manage Consent
To provide the best experiences, we use technologies like cookies to store and/or access device information. Consenting to these technologies will allow us to process data such as browsing behavior or unique IDs on this site. Not consenting or withdrawing consent, may adversely affect certain features and functions.
Functional Always active
The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network.
Preferences
The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
Statistics
The technical storage or access that is used exclusively for statistical purposes. The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
Marketing
The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes.
  • Manage options
  • Manage services
  • Manage {vendor_count} vendors
  • Read more about these purposes
View preferences
  • {title}
  • {title}
  • {title}
Welcome Back!

Sign in to your account

Username or Email Address
Password

Lost your password?