// PC GAMER — GAMING
New DLSS 5 mod offloads Neural Rendering to a second card massively cutting the AI filter's performance hit
DLSS Neural Rendering is being developed hard in the modding community.
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A developer has vibe-coded a new ReShade add-on file that offloads the DLSS Neural Rendering workloads to a second GPU, almost negating the otherwise massive DLSS NR performance hit. Given the original DLSS 5 shots we saw when Jen-Hsun first showed off the feature around GDC and GTC in the Spring were running on two graphics cards, that's not wholly surprising, but this mod certainly does open the the potential for keeping your old GPU around for neural coprocessing in the future.
Like almost all of the current DLSS 5/Neural Rendering implementations we've seen where the user gets to pick the game, the model, and the weight of the effects, the Neural Coprocessor add-on file—mgpu_bridge—is designed for ReShade, an app used to inject different visual effects into PC games. The files exist on Github, can be downloaded and added into a game that's already been modded with DLSS 5 support, and could dramatically improve the performance.
This is, for me, the biggest issue with both the homebrew mods for DLSS Neural Rendering and the only release implementation we've seen from Nvidia and the developers themselves: the hefty performance penalty from turning it on.
Nvidia itself has touted a 50 - 60% frame rate hit as a blanket figure—regardless of game and how much AI filtering it's doing—as what it is expecting to see from enabling DLSS NR. Andy benchmarked NBA 2K27 ahead of launch and found that sometimes the frame rate impact can be even higher than that.
I mean, it's not as bad as when you try and run DLSS NR on AMD GPUs, but I've noted these kinds of performance hits when you run the new feature through ReShade, too. But Marcelo Guibout has coded a ReShade add-on file that allows a second GPU—here an RTX 5060 Ti 16 GB—to take the final finished frame and perform the neural rendering pass on that GPU and output on its own monitor. That means it doesn't have to hand the frame back, which adds its own performance hit and latency.
They initially used a local model—Qwen3.8-27B-Q6_K—running on LM Studio using the same pair of RTX 5060 Ti 16 GB cards they eventually tested the feature on. This created the "initial add-on scaffold" which they then took into Claude to write most of the C++ core, though Anthropic's AI "also produced several confident, well-formatted, wrong diagnoses along the way."
Looking through the Github documentation Guibout makes it clear this is not a production-ready add-on, and is mostly presented for further research and development. They note it has been run on exactly one machine with three games, and encourage everyone to read the source code before running the files. But it's still a really interesting development in the DLSS 5 modding story.
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