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    <title>DEV Community: Anonymous137-sudo</title>
    <description>The latest articles on DEV Community by Anonymous137-sudo (@devops_sudo).</description>
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      <title>Running an NVIDIA DLSS Neural-Rendering Pipeline on Apple Silicon</title>
      <dc:creator>Anonymous137-sudo</dc:creator>
      <pubDate>Sat, 07 Nov 2026 13:41:44 +0000</pubDate>
      <link>https://dev.to/devops_sudo/running-an-nvidia-dlss-neural-rendering-pipeline-on-apple-silicon-23fi</link>
      <guid>https://dev.to/devops_sudo/running-an-nvidia-dlss-neural-rendering-pipeline-on-apple-silicon-23fi</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fy4wwtlumiiihbx8y8hnc.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fy4wwtlumiiihbx8y8hnc.jpeg" alt=" " width="800" height="481"&gt;&lt;/a&gt;&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fj762c3j8k6c4vmd1lhqg.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fj762c3j8k6c4vmd1lhqg.jpeg" alt=" " width="800" height="472"&gt;&lt;/a&gt;&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvj2dyb7c7hnlnk0ml3lq.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvj2dyb7c7hnlnk0ml3lq.jpeg" alt=" " width="800" height="682"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Famsmwomqcdln1mamu80y.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Famsmwomqcdln1mamu80y.jpeg" alt=" " width="800" height="468"&gt;&lt;/a&gt; &lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fdv9hk5wdg7fz75xncbp6.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fdv9hk5wdg7fz75xncbp6.png" alt=" " width="800" height="517"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Hey everyone!&lt;/p&gt;

&lt;p&gt;So, a few days ago, I came across a project on GitHub called MLX-DLSS, which attempted to port NVIDIA's DLSS 5 technology to macOS using the MLX backend.&lt;/p&gt;

&lt;p&gt;I was genuinely disappointed when I saw the performance numbers: 6 FPS, and that too on a pre-rendered video with just a single pass. 💀&lt;/p&gt;

&lt;p&gt;So I decided to experiment with it myself.&lt;/p&gt;

&lt;p&gt;Before going further, I should mention that I did take partial help from a coding agent, mainly for testing and analysis. The actual coding and implementation work was done by me.&lt;/p&gt;

&lt;p&gt;Anyway, here's what I ended up doing.&lt;/p&gt;

&lt;p&gt;I ported the project into OBS Studio as a plugin, extracted the model weights from nvngx_dlssnr.dll (the main Windows DLSS 5 neural-rendering DLL provided by NVIDIA), and started engineering a different, hybrid backend.&lt;/p&gt;

&lt;p&gt;The idea was to distribute the workload across Apple's available hardware rather than relying entirely on GPU inference.&lt;/p&gt;

&lt;p&gt;Here's how my current pipeline works:&lt;/p&gt;

&lt;p&gt;Apple Neural Engine (ANE) via Core ML: Handles the main deep-learning transformer inference passes using the 31 HT and 71 HT models.&lt;/p&gt;

&lt;p&gt;MLX: Handles AI upscaling and experimental frame generation.&lt;/p&gt;

&lt;p&gt;Temporal stability: I've implemented temporal stabilization to reduce texture flickering and RGB poisoning.&lt;/p&gt;

&lt;p&gt;A small warning about frame generation: it's still experimental, partially implemented, and quite buggy. I'm actively working on improving it.&lt;/p&gt;

&lt;p&gt;The good news is that temporal stability has improved significantly. Texture flickering is much less noticeable, and RGB poisoning has been reduced by a huge margin compared to my earlier tests.&lt;/p&gt;

&lt;p&gt;How am I feeding frames into the pipeline?&lt;/p&gt;

&lt;p&gt;Right now, I'm using a PS5 connected to my Mac through an HDMI capture card, with the captured frames being processed through OBS Studio.&lt;/p&gt;

&lt;p&gt;However, the pipeline isn't limited to PS5 footage. It can process other OBS video sources as well.&lt;/p&gt;

&lt;p&gt;The three rendering modes&lt;/p&gt;

&lt;p&gt;I've implemented three different modes: Fidelity, Balanced, and Performance.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Fidelity Mode&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;This is the heaviest configuration.&lt;/p&gt;

&lt;p&gt;It uses a double 71 HT transformer pass, prioritizing neural-rendering quality over performance.&lt;/p&gt;

&lt;p&gt;Current results:&lt;/p&gt;

&lt;p&gt;Without frame generation: 8–11 FPS&lt;/p&gt;

&lt;p&gt;With frame generation: ~35 FPS&lt;/p&gt;

&lt;p&gt;It looks impressive, but as mentioned earlier, frame generation is still experimental and can introduce visual artifacts and instability.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Balanced Mode&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;This one is particularly interesting.&lt;/p&gt;

&lt;p&gt;Instead of running the same model twice, Balanced uses a heterogeneous pipeline, with the first pass running the 31 HT model and the second pass running the 71 HT model.&lt;/p&gt;

&lt;p&gt;Current results:&lt;/p&gt;

&lt;p&gt;Without frame generation: 12.5–15 FPS&lt;/p&gt;

&lt;p&gt;With frame generation: 45–48 FPS&lt;/p&gt;

&lt;p&gt;It's basically my attempt to combine the advantages of both models without going all-in on the heavier double-71 configuration.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Performance Mode&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;This is the lightweight configuration.&lt;/p&gt;

&lt;p&gt;It runs a single 31 HT transformer pass.&lt;/p&gt;

&lt;p&gt;Current results:&lt;/p&gt;

&lt;p&gt;Without frame generation: ~20 FPS&lt;/p&gt;

&lt;p&gt;With frame generation: 70–80 FPS&lt;/p&gt;

&lt;p&gt;Obviously, there's a trade-off in rendering quality compared to Fidelity, but this mode provides considerably better performance.&lt;/p&gt;

&lt;p&gt;Again, the frame-generated numbers shouldn't be confused with native inference performance. FG is still a work in progress, and visual stability isn't completely solved yet.&lt;/p&gt;

&lt;p&gt;How am I even getting double-digit FPS?&lt;/p&gt;

&lt;p&gt;Now, you might be wondering how I went from the original project's 6 FPS on a pre-rendered video to these numbers.&lt;/p&gt;

&lt;p&gt;Well, I changed quite a few things in the original approach.&lt;/p&gt;

&lt;p&gt;(A) The 480p neural-inference trick&lt;/p&gt;

&lt;p&gt;Instead of directly feeding full 1080p frames into the neural inference backend, I do something different.&lt;/p&gt;

&lt;p&gt;First, I capture the console output at 1080p through the HDMI capture card.&lt;/p&gt;

&lt;p&gt;Then I downscale the frames to 480p before feeding them into the neural-rendering backend.&lt;/p&gt;

&lt;p&gt;Once neural inference is complete, I upscale the output back to 1080p using an MLX-based AI upscaler.&lt;/p&gt;

&lt;p&gt;The idea is to reduce the computational cost of inference while using AI upscaling to reconstruct and preserve details that conventional spatial or temporal upscaling might soften.&lt;/p&gt;

&lt;p&gt;In some scenes, the resulting details can even appear better than the original input.&lt;/p&gt;

&lt;p&gt;Of course, this approach has its own limitations, but the performance improvement has been pretty substantial.&lt;/p&gt;

&lt;p&gt;(B) Moving neural inference from MLX to the ANE&lt;/p&gt;

&lt;p&gt;This was another major change.&lt;/p&gt;

&lt;p&gt;The original project relied on MLX for GPU-based neural inference.&lt;/p&gt;

&lt;p&gt;Instead of following the same approach, I moved major parts of the deep-learning network onto Apple's Neural Engine through Core ML.&lt;/p&gt;

&lt;p&gt;Think of it this way:&lt;/p&gt;

&lt;p&gt;On NVIDIA GPUs, you have dedicated Tensor Cores for accelerating certain AI workloads.&lt;/p&gt;

&lt;p&gt;On Apple Silicon, you have the Apple Neural Engine, which provides dedicated hardware acceleration for supported machine-learning operations.&lt;/p&gt;

&lt;p&gt;They're not architecturally identical, obviously, but the general idea is to take advantage of dedicated neural acceleration hardware.&lt;/p&gt;

&lt;p&gt;My goal was to avoid putting all the inference pressure on the GPU, especially since the GPU is already doing other work.&lt;/p&gt;

&lt;p&gt;MLX is still useful, and newer Apple GPU architectures, particularly the M5 series and beyond, may offer additional advantages for GPU-based machine learning.&lt;/p&gt;

&lt;p&gt;But for my M4 Pro, using Core ML to leverage the ANE for the main transformer inference stages made much more sense for this particular workload.&lt;/p&gt;

&lt;p&gt;So instead of having MLX handle everything, I ended up with a heterogeneous backend where Core ML/ANE and MLX handle different parts of the pipeline.&lt;/p&gt;

&lt;p&gt;Other things I've implemented&lt;/p&gt;

&lt;p&gt;I've also recreated a RenoDX/OptiScaler-style configuration menu for DLSS 5, allowing users to tweak different model and pipeline settings.&lt;/p&gt;

&lt;p&gt;Alongside that, I've implemented an RTSS-style performance metrics overlay to monitor performance while the pipeline is running.&lt;/p&gt;

&lt;p&gt;These are still evolving, just like the rest of the project.&lt;/p&gt;

&lt;p&gt;What's next?&lt;/p&gt;

&lt;p&gt;The biggest thing I'm working on right now is frame-generation stability.&lt;/p&gt;

&lt;p&gt;Temporal stabilization has already helped reduce flickering and RGB artifacts significantly in the normal neural-rendering pipeline, but enabling frame generation can still reintroduce some of those issues.&lt;/p&gt;

&lt;p&gt;So that's my current priority.&lt;/p&gt;

&lt;p&gt;The project is very much experimental, and there's still a lot of testing, optimization, and debugging left to do.&lt;/p&gt;

&lt;p&gt;But considering where the original experiment started, I'm pretty happy with the progress so far.&lt;/p&gt;

&lt;p&gt;GitHub repository&lt;/p&gt;

&lt;p&gt;Here's the project:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://github.com/Anonymous137-sudo/NVDLSS5_CML_MTL" rel="noopener noreferrer"&gt;https://github.com/Anonymous137-sudo/NVDLSS5_CML_MTL&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Feel free to check it out, give it a try, and share your feedback!&lt;/p&gt;

&lt;p&gt;I'm particularly interested in hearing from people working with Apple Silicon, Core ML, MLX, Metal, neural rendering, or similar graphics pipelines.&lt;/p&gt;

</description>
      <category>programming</category>
      <category>opensource</category>
      <category>machinelearning</category>
      <category>performance</category>
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