Wednesday, September 2nd 2026
RPCS3 Team Won't Touch Leaked DLSS 5, Calls the Output "Slop"
The RPCS3 developers have made their stance on DLSS 5 pretty clear after fans started poking around with a leaked version of the tool on the PS3 emulator. Responding to questions about whether official support was coming, the team posted on X that some users are already testing a leaked DLSS 5 DLL on the renderer, but that they've seen what it produces and want no part of it. Modders are already testing DLSS 5 on emulators such as PCSX2, but the RPCS3 team apparently wants its emulator to avoid it completely. Here's what they posted:
Source:
RPCS3 on X
"Whilst the gaming industry pushes more upscalers and frame generation to hallucinate games and hide their lack of optimization, we do not ship any of that slop."People were quick to point out that RPCS3 already added AMD's FSR upscaling a while back, so avoiding DLSS may seem hypocritical. This suggests that the objection here is less about upscaling itself and more about generative neural rendering specifically. Moreover, the team's reasoning about DLSS 5 being used to "hide the lack of optimization" is quite interesting, to say the least. The leaked DLL, first pulled from an early NBA 2K27 build, has already been patched into a handful of PC games with mixed results. The RPCS3 team says they remain focused on preservation first and foremost, and altering games with DLSS 5 just doesn't fit that motto very well.


62 Comments on RPCS3 Team Won't Touch Leaked DLSS 5, Calls the Output "Slop"
Ahh well, someone will fork it, or another PS3 emulator will incorporate it eventually.
It's out in the wild now, and it won't be stopped.
And even if it makes it to software you use, and you loathe it, just turn/leave it off. Done. I've been doing as much with for example FSR1 for a long time now.
Since its emulating the Cell CPU, its best to concentrate on getting the emulation accurate first before adding extra features.
Besides, if someone wants to add those extra features, they can add it themselves.
I prioritize hardware accuracy over post-age performance improvements when it comes to emulation, which is why I preferred bsnes over SNES9X or even ZSNES, although ZSNES was also aiming to be accurate to an extent.
If I ever want to play PS3 games again, I would want the authentic experience.
It's better they work on things they care about unless you want to give them a salary. Same reason they don't do Android ports. They aren't interested. Avoiding a toxic, entitled userbase is small price to pay.
I, for example, never play with mods, not even graphical ones. I want to play the game the way the developers dreamed it. DLSS 5 is pretty much a graphical modding to tool as far as I understand it.
I dunno, I wouldn't really consider that deviating from artistic intent though, its probably that way for compatibility reasons.
The whole raytracing/pathtracing/dss5 and everything to do with lighting.. well... I just don't care that much about how light looks. The only time I really care about it is if shadows start flickering. At that point I'd try increasing shadow resolution, if that doesn't work or its too demanding, I would just turn shadows off. Basically I just don't like things that annoy my eye, otherwise I don't care much about graphical fidelity. As long as everything is lit to the point where I can see whats going on, I really don't care by what mechanism its lit. And since RT guzzles power.... I'm not a fan.
And I think abstract art is the way to go personally, it takes less time, and it ages better. Graphics are already good and raster power isn't really getting any better (not unless you have 5 grand to blow anyway) sooooo racing to more photo-realistic graphics seems like a bad strategy right now, imo.
EDIT: Then again, this is probably just one more way for nvidia to repurpose its ai chips to do gaming things without actually.... improving traditional gaming performance.
Personally, via emulation, I love mods and performance improvements and 4k texture points.
It's not that I have anything against modding, or looking for a different experience, but when people say things like "Skyrim is a brilliant game because of X and Y mod", that's just a blatant lie. You can't give a game credit because of some random mod.
I also dislike the "I know better" attitude. If you know better, then go ahead, make a game.
I love perfect dark. Its one of my all time favourite games and I'm replaying it right now on perfect agent using 1964_gepd which uses some custom textures (I think its mostly for 2D assets) and it plays at 4k60 with mouse aiming.
Its so hard to go from that back to original hardware... I remember trying and just couldn't believe I put up with such low fps and those crappy controls when I grew up.
Most previous versions of DLSS were rough around the edges at launch (some more so than others) and there's a certain learning curve for third party developers to effectively use the (evolving) technology. Where are we today with DLSS 5? To my understanding, it has yet to be officially released.
Consumers AND developers should point out deficiencies in the technology. I'm sure Nvidia will fix some issues, defer others to DLSS 6 (or later), and ignore some complaints.
I do not see DLSS 5 (in the form of what has already leaked or hacked together from pre-release code) to be the final immutable output of this technology.
I'd run DLSS5 over it if I could (or will when I can), it uses about 45-55w of power and not even full 3d clocks on my 5080 for 4k120 locked rock solid with zero dips ever.
I just like the emulator thats aimed specifically at perfect dark and goldeneye better for basically 2 reasons... 2D elements look WAY better (not sure if this is replaced assets or a different way of rendering, but yeah, way better) and because there's quick save, which.... you will want when playing on perfect agent.... especially when the skedar come into the picture and you can only be hit like 3 times before dying and there's no shields either on PA.
Also there's also the fact that I'm used to the controls. 60 fps isn't a problem for me because my monitor is only 60hz, I'm kinda hesitant to go higher because I'm already pretty adapted to high resolutions, if I start chasing frames ontop of that, I'm afraid no hardware would be good enough.
There's also an fov slider in 1964_gepd, its a pretty full featured emulator, but really for me, I'm just more used to it. The most recent version ( which is already a few years old) smooths out a lot of the little problems it used to have.
But yeah the port isn't bad, especially if you have a high refresh monitor. I think there's some ways to get gepd to go higher but I'm not really familiar with them and yeah at that point maybe the port is a better choice. Either way they are both pretty good solutions for accomplishing the same thing, with pros and cons for both.
In fact I just tested KB/Mouse on my new Retroid Pocket Nova on the Android port (basically the PC port I've played compiled for Android), and they worked flawlessly first try! epic! (as compared to keyboard not working on my android phone without hacks/root/whatever extra bs I CBF doing).
Now I can take PD with me anywhere and depending on desk space, play with the controller or bust out KB/Mouse for the best expierience.
Sorry for off topic!
As for FSR and DLSS they've already stated they won't do it, and this was before DLSS5. RPCS3 developers don't screw around. I'm going to try and quote Ani here.
> Furthermore, AMD doesn't disclose commercially important parts of its code. This algorithm is technically and morally obsolete.
FSR 1.0 is fully open source, it's a compute shader and the source is included in RPCS3, the algorithm is based on Lanczos, which is widely known and nothing new nor obsolete. Lanczos/FSR algos are still the best forms of spatial upscaling, they are also the best scalers for video upscaling/downscaling. Lay off the hallucinating AIs and start doing your own research so you don't end up with blatantly wrong information.
> It's time to consider an alternative.
The spatial upscalers you can implement are bilinear, trilinear, bicubic, FSR1 and NIS. Considering the first three are rudimental scalers that change image output a lot, and the latter two are based on the same Lanczos alternative, there is zero reason to use NIS over FSR1, but you can enable it on the NVIDIA control panel, it works without explicit support from the app. Unless you come up with a better spatial scaling algo, there are no alternatives.
> And if it so shitty why does it handle Antialising better?
RPCS3 has no AA override yet besides SSAA, which is objectively the best form of AA but also the most GPU demanding, it only emulates MSAA and it's up to the game to configure the parameters or not use it at all as on a real PS3. Other forms of AA are planned as enhancements but not on a short term as there are more urgent issues to fix. Use SSAA by rendering at a higher resolution than your screen so the rendering is supersampled and then downscaled to monitor size.