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OpenDLSS: A Vulkan Reimplementation of Nvidia's DLSS 5 Neural Rendering Network

https://github.com/maanHimself/OpenDLSS-NR
45•sagacity•1d ago•29 comments

Gemini 4 Argon

https://blog.google/innovation-and-ai/models-and-research/gemini-models/gemini-4-argon/
1376•bradleyg223•13h ago•883 comments

The top secret URSALA, RAQUEL, and FARRAH satellites (2025)

https://www.thespacereview.com/article/4951/1
216•Bluestein•11h ago•99 comments

Why the Bronze Age Collapsed

https://www.worksinprogress.news/p/why-really-caused-the-bronze-age
224•AnodicElegy•1d ago•120 comments

Book of Shapes – Collection of minimal, generative and customizable SVG-patterns

https://bookofshapes.com/
29•eustoria•1d ago•0 comments

Surprisingly complex waves reveal the brain's inner workings

https://www.quantamagazine.org/surprisingly-complex-waves-reveal-the-brains-inner-workings-20260930/
182•ibobev•14h ago•61 comments

Launch HN: Magnitude (YC S25) – Self-optimizing inference engine for agents

https://github.com/magnitudedev/magnitude
158•anerli•15h ago•80 comments

Halfspace experimental IDE for solid modeling with distance fields

https://www.mattkeeter.com/projects/halfspace/
132•luu•13h ago•9 comments

A brief history of the Bloomberg terminal

https://spectrum.ieee.org/bloomberg-terminal
280•rbanffy•18h ago•121 comments

Before pixels: Modular industrial dashboards

https://unsung.aresluna.org/before-pixels-modular-industrial-dashboards/
135•leephillips•14h ago•30 comments

5x faster Edge Functions: V8 isolates to Firecracker MicroVMs

https://www.netlify.com/blog/edge-functions-firecracker-microvms/
171•jbott•15h ago•75 comments

EDG C++ front-end goes public

https://edgcpp.org/#transition
212•iandinwoodie•13h ago•98 comments

Show HN: Ledge.sh – Runnable Markdown Notes

https://ledge.sh
127•dancablam•1d ago•53 comments

CHOMPI portable sampler instrument is now open-source (hardware and software)

https://www.chompiclub.com/opensource
81•lashkari•15h ago•17 comments

Singapore govt dating app uses Gale-Shapley stable marriage algorithm

https://twitter.com/tuakdotsol/status/2105105417760391258
375•rzk•23h ago•323 comments

The last time my family was replaced by technology

https://manuel.darcemont.fr/posts/the-last-time-my-family-was-replaced-by-technology/
234•megalomanu•20h ago•499 comments

What TLA+ can and can't check

https://buttondown.com/hillelwayne/archive/what-tla-can-and-cant-check/
184•b-man•19h ago•41 comments

56k.rip – the 1996 dial-up internet experience

https://56k.rip/
168•adunk•11h ago•80 comments

Doing a Machine Learning PhD While Working in Japan

https://www.tokyodev.com/articles/doing-a-machine-learning-phd-while-working-in-japan
94•pwim•1d ago•34 comments

Burning Man death rates – A short lesson in statistics

https://ihavenapkinthoughts.substack.com/p/burning-man-death-rates-a-short-lesson
140•viraj_shah•2d ago•176 comments

Responsible Release of AI-Generated Mathematics

https://agmai.org/general-sep29/
93•aureianimus•1d ago•118 comments

Coltrane's Tone Circle

https://jtomschroeder.com/blog/tone-circle/
59•jtomschroeder•18h ago•18 comments

PlayBook: A Programmable Paper Notebook [video]

https://www.youtube.com/watch?v=GurWDZ8ENpA
15•surprisetalk•1d ago•2 comments

LinkedIn Larpmaxxing

https://hereticpleb.vercel.app/blog/linkedin-larpmaxxing/
190•BurnerBurner•1d ago•167 comments

Great Dirhombicosidodecahedron ("Miller's Monster")

https://www.software3d.com/MillersMonster.php
67•cobbzilla•16h ago•8 comments

Functional Ultrasound Imaging (fUSI) from scratch

https://www.neuroai.science/p/functional-ultrasound-imaging-from
45•pminimax•13h ago•8 comments

SDF Public Access Unix System ... est. 1987

https://sdf.org/
94•kmstout•18h ago•24 comments

SDF vs. MSDF vs. Slug: GPU Text Rendering

https://alphapixeldev.com/sdf-vs-msdf-vs-slug-vs-rive-gpu-text-rendering/
151•ibobev•19h ago•58 comments

Show HN: Yantra – an LALR(1) parser generator for C++

https://github.com/TantrixAuto/yantra
23•renjipanicker•6h ago•15 comments

You said no MCP

https://earendil.com/posts/you-said-no-mcp/
641•yarapavan•23h ago•351 comments
Open in hackernews

OpenDLSS: A Vulkan Reimplementation of Nvidia's DLSS 5 Neural Rendering Network

https://github.com/maanHimself/OpenDLSS-NR
44•sagacity•1d ago

Comments

Borealid•56m ago
Am I the only one who feels a sense of disinterest in a project where the main README is LLM-generated? Does the author not have time to write what they did and how it's used?
fwlr•45m ago
If you think about it, actually the author did write what they did (nothing), and also how it’s used (it isn’t).
gnud•39m ago
Seems like the owner of the github repo claims copyright, though. Since they provide a license.
ChrisRR•42m ago
I'm fine with it
MadameMinty•38m ago
I'm more upset about it being factually wrong, e.g. both mentions of "git-ignored" are absurd (why would you mention it if it's not in the repo?) and wrong (they are in the repo).
vincnetas•30m ago
I notice this, that AI likes to write about things that are not in there. Like i review AI generated output, notice unnecessary things, and asks AI to remove that. So AI removes that and adds that "this and that that was used or described like this was removed because bla bla bla" to the document.

I think its somehow needs to talk (write) about the things that are in the context and removal is there so AI predicts that it should be there.

MadameMinty•23m ago
Yeah, I call it bugfix storytelling. Once upon a time this class far far away had this red hooded method...

Especially egregious if both adding and removing the thing happens in one commit. Git should be telling the story, and if it can't then there _is_ no story!

stuaxo•14m ago
AI writing is just bad, this things is really noticable - but even in READMEs they look superficially OK until you read them.

AI probably should not be writing docs, commit logs or comments.

rvz•21m ago
If the README is >90% AI generated and it is as long as a novel, I am not going to read it and will assume that the author did not read or write it either.

Unfortunately it is slop, beyond the comprehension of the author unless they are experienced with DLSS internals to explain it in depth.

pjmlp•3m ago
"Am I the only one who feels a sense of disinterest in a project where the code is LLM-generated? Does the author not have time to code the project?"

This is how I feel about every single project announcement on HN recently, they are already bragging about models all over the place, why shouldn't they go full way down being replaced by the Borg?

tim-projects•43m ago
Jensen : Nobody needs to code anymore...

Programmer: OpenDLSS...

Jensen : Wait. Not like that! (╯°□°)╯︵┻━┻

rvz•33m ago
But I thought Nvidia “loves open source” (they don’t) and they are now a supporter for open source and open weight models by acquiring Huggingface? (They don’t actually care)

But the line is drawn when it involves CUDA and any part of their closed source compilers (nvcc).

There are obvious reasons why they are closed source, but it’s becoming pointless since Deepseek have open sourced their AI compiler and compute libraries with DeepGEMM and eventually they will catch up.

lucrbvi•16m ago
They only care because open-weight helps to drive the GPU business notably thanks to inference providers (Baseten, Together, Mistral, ...).

At least their support helps the open-weight ecosystem.

pjmlp•6m ago
Depends on which open source you are talking about, like every single company contributing to FOSS.

They care when the agendas align, and they don't when they won't.

franticgecko3•31m ago
How useful is this without weights?

Isn't the mote that Nvidia has is they work with studios to generate the training data from the game, then they ship a model per game?

Or is my knowledge outdated here and they're just using a single generalised model?

chii•24m ago
> they ship a model per game?

there's no way that's true!?

GaggiX•21m ago
>they ship a model per game?

They don't. Only DLSS 1 was trained specifically per each game.

Pifpafpouf•19m ago
They used to ship one model per game but now there is a single model, however they still do minor updates to it presumably to fine-tune it on new games
strangecasts•15m ago
I assume this is meant to run with the weights people extracted from the latest NBA game, where it was first trialled.

> Isn't the mote that Nvidia has is they work with studios to generate the training data from the game, then they ship a model per game?

That was true for the very first version of DLSS, from DLSS 2 on the models have been universal - the per-game adjustments are done on the inference end by changing the effect intensity or masking out objects

They have a technical report on the neural rendering part of DLSS 5 which goes into it: https://research.nvidia.com/labs/adlr/files/DLSS5_Report.pdf

flohofwoe•30m ago
Almost 8ms on 1080p resolution seems extremely expensive, does the original also eat into the rendering budget as much?
robinduckett•22m ago
The original does tend to reduce the FPS by half or more
MYEUHD•16m ago
Yes the original is very expensive. It depends on the resolution and the GPU used:

RTX 5060: 9.9 ms at 1080p

RTX 5070: 10.2 ms at 1440p

RTX 5080: 13.7 ms at 2160p

RTX 5090: 8.2 ms at 2160p

Source: https://www.youtube.com/watch?v=3EfLjmdG29Q&t=600

LaurensBER•15m ago
Yes, see the numbers below. In most games, it's basically unusable if you want to play on 60 FPS or above unless you have a 5090.

The current implementation is more of a tech demo than a practical way to play games (+ officially it's available in 1 game). It's _fast enough_ to make some impressive YouTube videos but you most likely won't want to play anything with it yet.

Nvidia has stated that they're still working on improving the performance. No doubt future hardware generations will also include further hardware optimisations.

The potential for this kind of technology is pretty awesome, especially given that people have also found ways to add this to emulators.

GaggiX•3m ago
Modders have added the ability to use the upscaler after DLSS 5, personally I don't know how sound this method is but the quality is pretty good, and allows to play games with DLSS 5 at 4k 60FPS with something that is not a 5090.
TheJCDenton•18m ago
> bit-exact against the original

What kind of sorcery is this ? Very impressive work !

Lerc•18m ago
I'm rather surprised that it doesn't take the z-buffer as an input. I would have thought that would have provided useful information, it's one of the more useful forms of contolnet.
avaer•14m ago
Even relatively small RGB -> depth models are pretty good. Which kind of implies depth is well encoded in the RGB, and adding depth would not really reduce entropy, while costing bandwidth.
rcarmo•4m ago
The official one seems to do, as well as other info from the engine (I think remember their mentioning LOD/UV map hints in one of the public demos, or articles, a few months back--or it might have been an Unreal Engine podcast)
dtf•3m ago
Seems quite similar to this repository?

https://github.com/aloshdenny/open-dlss