Nvidia’s DLSS 5 Is Already Escaping Into Games, But Its Stunning Visuals May Come at a Brutal Performance Cost + Video

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A New Chapter for AI Graphics

Nvidia’s DLSS technology has spent years changing the way PC gamers think about rendering performance. What began as an ambitious attempt to use artificial intelligence to reconstruct lower-resolution images has evolved into one of the most important technologies in modern PC gaming.

Now, Nvidia appears to be preparing another major step with DLSS 5 and its neural-rendering technology. The concept is straightforward but ambitious: instead of relying only on traditional rendering techniques, AI would play a much larger role in determining how characters and other visual elements appear on screen.

When Nvidia introduced the technology in March 2026, the response was far from universally enthusiastic. Many gamers questioned whether the visual changes actually looked better, while others worried that the additional processing required by neural rendering could undermine one of DLSS’s biggest advantages: performance.

Those concerns have become even more interesting after evidence of DLSS 5 appeared inside an early-access build of NBA 2K27.

DLSS 5 Appears Inside NBA 2K27

The discovery came from X user @renan_maniero, who spotted a previously unknown Nvidia DLSS-related DLL inside the early-access version of NBA 2K27.

The file is named nvngx_dlssnr.dll, with the “nr” suffix apparently referring to Neural Rendering.

That discovery is significant because this is not merely a presentation or technical demonstration anymore. A component associated with Nvidia’s next-generation rendering technology appears to have found its way into an actual commercial game build.

The presence of the DLL does not necessarily mean NBA 2K27 has officially enabled the technology for players. Developers routinely ship experimental, optional, or unfinished components inside game builds. However, once a library is sitting in a publicly accessible installation, curious modders are likely to start investigating it.

And that is exactly what happened.

Modders Begin Experimenting With DLSS 5

Rather than waiting for Nvidia to officially launch DLSS 5, modders began testing the newly discovered technology in other games.

One of the most notable experiments involved Control, where enthusiasts managed to integrate the neural-rendering component into the game.

The results immediately demonstrated both sides of Nvidia’s technology.

On one hand, the neural renderer can alter the appearance of character models in ways that traditional rendering techniques cannot easily reproduce. On the other hand, the visual transformation is not necessarily flattering.

The experimental mod includes controls that allow users to manipulate properties such as intensity, style, and automatic skin masking.

These controls are particularly interesting because they appear to align with the flexibility Nvidia previously discussed when introducing neural rendering.

Instead of simply switching a conventional graphics feature on or off, DLSS 5 could eventually provide developers with a collection of parameters that determine how aggressively AI modifies the final image.

The Performance Penalty Is Impossible to Ignore

The most worrying part of the early demonstrations is not necessarily image quality.

It is performance.

In one demonstration involving Control, enabling the experimental neural-rendering feature reportedly reduced the frame rate from approximately 95 frames per second to 53 FPS.

That is an enormous performance reduction.

The technology is still experimental, and the current implementation is reportedly restricted primarily to character models. Developers could potentially reduce this overhead through optimization, better integration and future versions of Nvidia’s software.

Nevertheless, the early result raises an uncomfortable question.

What happens when a feature designed to make games look better consumes enough GPU resources to dramatically reduce the frame rate?

That question strikes directly at the philosophy behind DLSS itself.

DLSS Has Always Been About the Performance Trade-Off

The reason DLSS became so popular is that it offered gamers something that sounded almost too good to be true.

You could render a game at a lower internal resolution, allow Nvidia’s AI technology to reconstruct the image, and potentially receive a substantial performance improvement while retaining much of the visual quality of a higher-resolution presentation.

That made DLSS particularly attractive for demanding features such as ray tracing.

DLSS 5 neural rendering appears to approach the problem from another direction.

Instead of primarily asking AI to help reconstruct pixels efficiently, Nvidia is increasingly asking AI to participate in the creation of the visual result itself.

That could produce more convincing faces, skin, materials and other details.

But computationally expensive AI processing has to happen somewhere.

The Control Demonstration Reveals the Problem

The Control experiment is particularly useful because it provides an early glimpse of what the technology might actually feel like in a real game.

The current implementation is limited, meaning it should not be treated as a representation of the final commercial version.

Even so, the roughly 95 FPS to 53 FPS drop is difficult to dismiss.

That represents a reduction of around 44% in frame rate.

For a feature that does not necessarily make the entire scene dramatically more realistic, that is a steep price.

The situation becomes even more difficult for high-end GPU owners.

Someone purchasing an expensive graphics card expects additional rendering technologies to help them get more from their hardware, not necessarily consume enormous amounts of performance for an effect they may or may not prefer.

The Last of Us Part II Experiment Is Dividing Gamers

The DLSS 5 experiments have also reached The Last of Us Part II, where modders reportedly managed to integrate the technology into the game.

The community reaction has been remarkably divided.

Some screenshots make the characters appear more detailed and realistic. Others produce strange facial textures and unnatural-looking skin.

That disagreement highlights a fundamental problem with AI-enhanced graphics.

Image quality is not entirely objective.

A technically more detailed image does not automatically look better.

A neural renderer can introduce additional texture, sharpening, facial detail or material complexity, yet the final image can still feel artificial.

The Deep Fried Problem

One of the most memorable reactions from the Nvidia subreddit described the result as looking “deep fried.”

That phrase captures a common criticism of aggressive AI image processing.

When sharpening and texture enhancement become too strong, images can gain detail while simultaneously losing natural softness.

Human faces are especially sensitive to this problem.

Real skin contains subtle variations, imperfections, pores, shadows and transitions. If an AI system exaggerates those characteristics, the result can become less realistic rather than more realistic.

The irony is obvious.

A technology designed to create photorealistic characters can potentially make those characters look less human.

But Some Players See Genuine Potential

Not everyone is disappointed.

Other users have argued that DLSS 5 can make characters appear more photorealistic and less stylized.

That perspective matters because it demonstrates why Nvidia is unlikely to abandon the technology simply because early experiments look strange.

DLSS 5 is not necessarily supposed to look perfect in its first publicly accessible form.

The modders are effectively testing a piece of technology before developers have had the opportunity to integrate it properly.

That distinction could become extremely important.

Developers Could Change Everything

A neural-rendering DLL dropped into an existing game is very different from a neural-rendering system designed into a game from the beginning.

Developers could potentially train or configure the system around specific character models, lighting conditions, materials and animation systems.

They could also determine exactly where neural rendering is useful and where traditional rendering remains superior.

That means the current experiments may be closer to a proof of concept than a final consumer experience.

A future implementation could potentially reduce unnecessary processing and apply neural rendering only to areas where it provides meaningful visual improvements.

Why DLSS 5 Could Eventually Matter

Despite the early criticism, neural rendering could represent an important shift in how games are produced.

Modern games already depend on increasingly sophisticated technologies to generate lighting, shadows, reflections, textures and animation.

AI could eventually become another layer in that pipeline.

Instead of manually rendering every visual detail through traditional techniques, developers could allow trained models to approximate certain aspects of the final image.

If Nvidia gets this balance right, the result could be impressive.

The problem is that gamers will not accept visual improvements at any cost.

PC Gamers Care About Frame Rate

There is a practical reason why performance will probably determine DLSS 5’s success.

PC gamers routinely debate resolution, ray tracing, frame generation, texture quality and upscaling.

But the final question is usually simple:

Does the game feel better?

If a feature makes a character slightly more realistic while reducing a game from 100 FPS to 55 FPS, many players will simply turn it off.

Visual fidelity matters, but responsiveness matters too.

For competitive games, the performance penalty could be even more difficult to justify.

The RTX 5090 Question

The thought of losing nearly half the performance on a flagship GPU is particularly uncomfortable.

An RTX 5090-class system is designed to deliver enormous rendering performance. If neural rendering consumes a huge percentage of that capacity, users may reasonably ask why they should enable it.

There is a difference between spending performance on something like full ray tracing, which can dramatically transform lighting throughout an entire scene, and spending similar resources on relatively subtle character enhancements.

That does not mean DLSS 5 will necessarily remain this expensive.

It means Nvidia has a major optimization challenge ahead.

Ray Tracing Offers a Useful Comparison

The history of ray tracing provides an interesting comparison.

When hardware-accelerated ray tracing first became available in mainstream consumer GPUs, many players avoided it because the performance penalty was simply too large.

Over time, however, GPUs became faster, developers became more experienced, rendering techniques improved and technologies such as DLSS helped offset the cost.

Eventually, ray tracing became a feature that many gamers were willing to enable.

DLSS 5 could follow a similar path.

The first generation might be expensive and controversial.

Later generations could become considerably more efficient.

The Hardware May Eventually Catch Up

One possibility is that DLSS 5 is arriving before GPUs are fully prepared for its computational demands.

This has happened repeatedly in graphics technology.

A new feature often appears before hardware can run it efficiently.

As future architectures become faster at AI inference, neural rendering could become less expensive.

Nvidia’s continued emphasis on AI acceleration also makes this possibility particularly interesting.

If neural rendering becomes a major part of gaming, future GPUs may be designed with exactly this workload in mind.

The Bigger Strategy Behind DLSS 5

There is also a larger strategic story here.

Nvidia has spent years turning its GPUs into AI acceleration platforms.

DLSS was one of the most visible examples because it brought AI directly into gaming.

Neural rendering takes that concept considerably further.

If successful, Nvidia would not simply be selling graphics cards capable of drawing more pixels.

It would be selling hardware designed to generate increasingly sophisticated images through a combination of traditional rendering and machine learning.

That could fundamentally change the definition of a graphics processor.

Why the NBA 2K27 Leak Matters

The appearance of nvngx_dlssnr.dll inside NBA 2K27 is important beyond the game itself.

It suggests that

It also gives the modding community something tangible to investigate.

Once developers and modders begin experimenting with the technology, Nvidia receives something incredibly valuable: real-world feedback.

Unintended experimentation can reveal problems that controlled demonstrations never expose.

The Modding Community Is

PC modders have historically played an important role in exposing hidden technologies and experimenting with features that developers have not yet officially released.

DLSS 5 is a perfect example.

Instead of waiting for a polished implementation, modders are already testing compatibility, performance and image quality.

They are effectively asking the questions Nvidia will eventually have to answer:

How much GPU power does neural rendering require?

Which characters benefit the most?

How much detail is actually added?

Does the result look natural?

Can the technology work across different games?

How much control should developers have?

Can the performance cost be reduced?

Does the feature work better at 4K than 1080p?

Can AI rendering coexist efficiently with ray tracing?

Is the improvement worth the hardware cost?

A New Battle Over Visual Authenticity

DLSS 5 may also start a broader debate about what “realistic” actually means.

For decades, graphics technology followed a relatively straightforward path.

More polygons produced better models.

Higher-resolution textures produced more detailed surfaces.

Better lighting produced more convincing scenes.

Ray tracing improved physical realism.

Neural rendering introduces something different.

The image can now be influenced by an AI model trained to understand what a visually convincing result should look like.

That means realism becomes less about reproducing every physical process and more about predicting the appearance of the final result.

The Risk of Overprocessing

This approach comes with a major danger.

AI systems can hallucinate visual details.

In a game, that does not necessarily mean inventing an object that does not exist. It can mean creating texture or facial characteristics that technically improve apparent detail but do not accurately represent the original asset.

That is potentially problematic for developers who want artistic control.

A character might have a carefully designed appearance, only for aggressive neural processing to alter it.

The ability to control intensity and style could therefore become extremely important.

DLSS 5 Needs to Be Optional

The safest approach for Nvidia would be to make neural rendering highly configurable.

Players should be able to disable it.

Developers should be able to control where it is applied.

Games should ideally provide different quality levels.

And Nvidia should make the performance cost transparent.

If DLSS 5 becomes another hidden processing layer that users cannot meaningfully control, skepticism will grow quickly.

If it becomes a flexible tool that developers can use selectively, its prospects become much stronger.

The Real Test Will Be Native Integration

The current mods are fascinating, but they should not be treated as the final verdict on DLSS 5.

A DLL injected into an existing game is fundamentally different from a properly integrated implementation.

The real test will come when developers build neural rendering into games from the start.

That is when we will see whether Nvidia can deliver the promised combination of visual quality, stability and reasonable performance.

Until then, these experiments should be viewed as early technical evidence rather than a finished product.

Deep Analysis: How DLSS 5 Neural Rendering Could Work

DLL Discovery

The leaked component is reportedly named nvngx_dlssnr.dll, suggesting a neural-rendering component associated with Nvidia’s DLSS ecosystem.

On Windows, developers can inspect loaded modules with tools such as PowerShell.

Get-Process | Select-Object -First 20

For a specific game process, administrators can inspect executable information with:

Get-Process "GameName" | Select-Object Id, ProcessName, Path

These commands do not activate DLSS 5. They simply demonstrate how a researcher can identify the executable and process associated with a game.

Searching for DLSS Components

A local installation can be searched for Nvidia-related DLLs using PowerShell:

Get-ChildItem "C:\Games\GameName" -Recurse -Filter ".dll" |
Where-Object { $_.Name -match "dlss|ngx" } |

Select-Object FullName

This can help researchers identify which DLSS-related libraries are present.

Checking DLL Metadata

Windows users can also inspect basic file metadata:

Get-Item "C:\Games\GameName
vngx_dlssnr.dll" |
Select-Object Name, Length, CreationTime, LastWriteTime

The presence of a file alone should never be interpreted as proof that a feature is active.

A DLL can be present without being loaded by the game.

Hashing the File

For research and reproducibility, analysts can calculate a cryptographic hash:

Get-FileHash "C:\Games\GameName
vngx_dlssnr.dll" -Algorithm SHA256

This is useful when comparing different builds or verifying whether a file has changed.

Monitoring Loaded Modules

Advanced Windows researchers can use

For example:

Get-Process "GameName" | Select-Object Id, Path

Researchers should perform such testing only on software they own or are authorized to analyze.

Measuring Performance

The most important experiment is not simply whether neural rendering works.

It is whether the visual improvement justifies the computational cost.

A useful benchmark should record:

Average FPS

1% Low FPS

0.1% Low FPS

GPU Utilization

GPU Power

VRAM Usage

Frame Time

CPU Utilization

Resolution

Ray Tracing Settings

DLSS Mode

Neural Rendering Mode

Frame time is especially important because average FPS can hide severe fluctuations.

For example, 60 FPS does not automatically mean smooth gameplay if frame times are inconsistent.

Comparing Multiple Modes

A proper DLSS 5 benchmark should compare at least three configurations:

Native Rendering

DLSS Without Neural Rendering

DLSS With Neural Rendering

The same scene, camera position and graphics settings should be used for every test.

That allows reviewers to determine whether neural rendering provides a meaningful improvement rather than simply producing a different image.

Why FPS Alone Is Not Enough

Suppose neural rendering reduces a game from 95 FPS to 53 FPS.

That sounds terrible.

But if the technology eventually improves visual quality dramatically, some players may consider the trade-off acceptable.

Conversely, a smaller 10% performance loss may still be unacceptable if the visual difference is barely noticeable.

The correct metric is therefore not simply:

How many FPS did we lose?

It is:

“How much visual improvement did we receive for the performance we lost?”

The Importance of Frame-Time Analysis

At 95 FPS, the approximate frame time is:

1000 / 95 ≈ 10.5 ms

At 53 FPS:

1000 / 53 ≈ 18.9 ms

That means the displayed frame takes roughly 8.4 milliseconds longer to produce.

For a cinematic single-player game, some players may tolerate that.

For a competitive shooter, it could be far more noticeable.

The AI Rendering Pipeline

A simplified conceptual pipeline could look something like this:

Game Engine

Traditional Rendering

Character / Material Data

Neural Rendering

Image Reconstruction / Enhancement

Final Frame

Display

The important question is where neural rendering occurs and how much data it needs.

If the model processes every character, every frame, at high resolution, computational costs could become significant.

If the system selectively processes only certain regions, Nvidia may be able to reduce the overhead substantially.

Character Rendering Makes Sense

The early experiments reportedly focus on character models.

That is a logical starting point.

Human faces are extremely difficult to render convincingly, and players are particularly sensitive to imperfections in eyes, skin, hair and facial movement.

An AI model could potentially recognize these structures and improve their visual appearance.

However, this also explains why strange results are so obvious.

Gamers immediately notice when a face looks unnatural.

Why Optimization Could Change Everything

The current performance results should not necessarily be considered representative of Nvidia’s final implementation.

A developer-integrated system could potentially use optimized models, game-specific assets, temporal information and specialized GPU acceleration.

It might also avoid processing areas where neural rendering provides little benefit.

This could dramatically reduce the workload.

The difference between a general-purpose experimental mod and a production implementation could therefore be enormous.

What Undercode Say: The Bigger Meaning Behind DLSS 5

AI Graphics Are Entering Their Next Phase

DLSS 5 represents something bigger than another graphics setting.

The industry is gradually moving from AI-assisted rendering toward AI-generated visual detail.

That distinction matters.

Earlier versions of DLSS primarily helped reconstruct an image.

Neural rendering potentially allows AI to participate much more directly in determining what the image should look like.

Nvidia Is Betting on AI Becoming Part of the Rendering Stack

Nvidia’s long-term strategy increasingly revolves around AI acceleration.

Gaming is one of the easiest places to demonstrate the concept because visual improvements are immediately visible.

If Nvidia can make neural rendering practical, it could eventually become as normal as texture filtering or anti-aliasing.

Early Performance Problems Are Not Necessarily Fatal

The 95-to-53 FPS demonstration is alarming.

But early implementations frequently carry substantial overhead.

Developers have not yet had years to optimize the technology.

The bigger concern would be if Nvidia releases a mature version and the performance penalty remains enormous.

Image Quality Needs More Than More Detail

The biggest lesson from the community reaction is that detail alone does not equal realism.

A face covered in exaggerated texture can look less realistic than a simpler face.

Nvidia needs to optimize for perceptual realism rather than maximum sharpening.

Human Faces Will Be the Ultimate Test

Gamers can forgive subtle differences in environmental textures.

They are far less forgiving when a

That makes facial rendering one of the most important tests for DLSS 5.

If Nvidia can produce convincing skin, eyes, hair and facial expressions without introducing an artificial appearance, the technology will have a much stronger case.

Modders Are Providing Valuable Early Evidence

The community experiments are important because they show how the technology behaves outside controlled Nvidia demonstrations.

They reveal the ugly results.

They expose performance problems.

And they allow enthusiasts to determine where the technology currently succeeds and fails.

That kind of experimentation can ultimately help the industry.

Developers Will Decide Whether It Succeeds

Nvidia can provide the technology.

Game developers decide how it is used.

A poorly integrated implementation could become another graphics feature that gamers immediately disable.

A carefully tuned implementation could become a major selling point.

The quality of integration will probably matter as much as the underlying AI model.

Performance Remains the Biggest Obstacle

Visual quality is subjective.

Performance is measurable.

That makes performance the easiest criticism for gamers to understand.

If neural rendering consistently costs 40% or 50% of GPU performance, Nvidia will face a serious adoption challenge.

Future GPUs Could Change the Equation

Today’s performance penalty might look very different on future architectures.

If Nvidia designs future GPUs specifically around neural rendering workloads, the cost could fall significantly.

This is one reason Nvidia may be comfortable introducing the technology early.

The company could be laying the software foundation for future hardware.

DLSS Could Become a Platform

DLSS is already more than simple upscaling.

Its ecosystem now encompasses multiple rendering technologies.

Neural rendering could expand that ecosystem further.

Instead of one feature, DLSS could eventually become Nvidia’s complete AI rendering platform for games.

Developers May Gain New Artistic Tools

Neural rendering does not necessarily have to be about making everything photorealistic.

The style controls seen in early experiments are potentially more interesting.

Developers could eventually use AI to create different visual styles while maintaining consistent character rendering.

That could make neural rendering useful beyond realism.

There Is a Risk of Losing Artistic Control

The opposite is also possible.

If AI modifies character appearances too aggressively, developers may feel that their carefully designed assets are being overwritten.

Nvidia will need to give studios enough control to preserve artistic intent.

The Technology Could Become Invisible

The best version of DLSS 5 might ultimately be the version players barely notice.

If neural rendering becomes efficient enough, gamers may simply enable it alongside other rendering technologies.

They will not care which AI model is running behind the scenes.

They will care that the game looks better and runs smoothly.

Nvidia Has to Avoid the “Tech Demo” Trap

Technology demonstrations can look spectacular because they are carefully controlled.

Games are much messier.

There are thousands of characters, animations, lighting conditions, camera angles and environmental combinations.

DLSS 5 needs to work consistently across those situations.

The Cost Must Match the Benefit

The fundamental equation is simple:

Visual improvement ÷ performance cost = value.

If the numerator is small and the denominator is huge, gamers will reject the feature.

If the visual improvement is substantial and the performance cost becomes modest, adoption could accelerate quickly.

DLSS 5 Could Follow Ray

Ray tracing initially suffered from terrible performance.

Years later, it became much more practical.

DLSS 5 could follow a similar trajectory.

Early adopters will experiment.

Mainstream gamers will wait.

Hardware will improve.

Developers will optimize.

Eventually, the technology may become normal.

The RTX 5090 Should Not Be the Final Benchmark

Flagship GPUs provide an important performance reference, but technology development should not be judged solely on today’s hardware.

The more important question is whether the workload scales efficiently.

If neural rendering becomes dramatically faster across future architectures, today’s performance penalty could become a historical footnote.

Competition Will Matter

Nvidia is not operating in isolation.

AMD and Intel are also developing increasingly sophisticated GPU and AI technologies.

If Nvidia makes neural rendering successful, competitors will have strong incentives to develop comparable approaches.

That could accelerate innovation throughout the industry.

Gamers Will Ultimately Vote With Their Settings

No matter how impressive

If players see a meaningful improvement, they will enable it.

If they see strange faces and lose half their frame rate, they will disable it.

That simple reality may determine the fate of DLSS 5 more than any marketing campaign.

The NBA 2K27 Discovery Is Only the Beginning

The discovery of nvngx_dlssnr.dll is not proof that DLSS 5 is ready for mainstream gaming.

It is, however, evidence that

That makes the next few months particularly interesting.

The Final Verdict Is Still Years Away

It would be premature to declare DLSS 5 either revolutionary or useless.

The current experiments are too early.

The performance is clearly concerning.

The visual quality remains subjective.

But the underlying concept is undeniably ambitious.

Nvidia is attempting to make AI an active participant in game rendering, and that could eventually reshape how PC graphics are produced.

For now, the message to gamers is simple: watch closely, but do not judge the finished technology by an unfinished mod.

✅ DLSS 5 Was Announced by Nvidia in 2026

The article’s central claim that Nvidia introduced DLSS 5 and neural rendering in March 2026 is consistent with the supplied source material. The technology is presented as a new stage of Nvidia’s AI-driven graphics strategy.

✅ A Neural-Rendering DLL Was Found in an NBA 2K27 Build

The reported nvngx_dlssnr.dll discovery is consistent with the original article. Its “nr” suffix is reasonably interpreted as referring to neural rendering, although the filename alone does not constitute a complete technical specification.

✅ Modders Have Experimented With the Technology

The supplied report describes modders integrating the experimental component into games including Control and The Last of Us Part II. These experiments provide useful early evidence, but they should not be confused with official Nvidia implementations.

⚠️ The 95 FPS to 53 FPS Result Needs Context

The reported performance reduction is substantial, but it comes from an experimental mod rather than a finalized, developer-optimized implementation. It would therefore be misleading to claim that every future DLSS 5 implementation will cut performance by nearly half.

❌ DLSS 5 Should Not Yet Be Declared a Finished Product

The available experiments do not establish that the final commercial implementation will have the same visual quality or performance characteristics. Treating the current modded versions as Nvidia’s final product would go beyond the evidence.

Prediction

(+1) Neural Rendering Will Become More Common

As GPUs become increasingly capable of AI inference, neural rendering is likely to appear in more games and graphics engines. Nvidia’s early investment could eventually establish AI-generated visual detail as a standard part of game development.

(+1) Performance Efficiency Will Improve

The current performance penalty is likely to decrease as Nvidia optimizes the models, drivers and GPU execution path. Developer-specific integration should also produce better results than simply injecting an experimental DLL into an existing game.

(+1) Character Rendering Could Become DLSS 5’s Strongest Use Case

Faces, skin, hair and other difficult character details are natural targets for neural rendering. If Nvidia can make these elements significantly more realistic without introducing an artificial appearance, the technology could find a compelling niche.

(-1) Gamers Will Reject Aggressive Implementations

If future versions continue to sacrifice enormous amounts of frame rate for relatively subtle visual changes, many PC gamers will simply leave neural rendering disabled.

(+1) DLSS 5 Could Eventually Become Invisible Technology

The most successful outcome may be one where gamers stop thinking about neural rendering altogether. Once the technology becomes efficient, stable and visually convincing, it could simply become another background component of modern PC graphics.

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