What was actually done
The Redditor, posting as RevolutionaryBus8208, used Veyra 2.1.1. The clip went from 30 fps to 90 fps using 3x Frame Generation, via an app described as a GPU video enhancement tool for Windows on GitHub. The poster says the tool takes a video source (files, capture cards, Remote Play) and applies neural rendering, upscaling and frame generation in real time.
The poster also integrated a third-party tool, MFG Unlock. It lets them try 3x and 4x multi-frame generation on an RTX 4080. Neither Nvidia nor Rockstar is involved. Wccftech's account, as relayed by Hardware Cooking, is that the experiment is strictly unofficial and says nothing about the future PC version's performance or features.
Why this isn't "DLSS 5 in GTA VI"
Nvidia's research page describes DLSS 5 as a 3D-guided neural-rendering stage. TechRadar notes this was applied to a flat video with no relevant game data, such as vector and geometry data, to guide the neural rendering. Nvidia's own description says the model is conditioned on the current rendered frame, engine motion vectors, carried temporal state and artistic-direction values. It also says it runs locally as a rendering stage within existing game pipelines on GeForce RTX 50 Series GPUs.
That has three consequences:
- The method is different. A recorded video gives the model only pixels. Nvidia's design expects engine data as well.
- The hardware is unofficial. PC Games Hardware notes that the RTX 4080 officially supports neither DLSS 5 nor this kind of frame interpolation. The experiment relies on community workarounds, not Nvidia-sanctioned support.
- The footage is prerecorded. Digital Citizen stresses that the results come from processing prerecorded footage rather than running GTA 6 directly on PC.
The quality verdict
Impressions are mixed. Gamevicio describes impressive scenery but some imperfections on characters. TechRadar reports artifacts and glitching on characters and lighting, with background environments faring best. Judge this as subjective observation of one processed clip, not a measured comparison.
It is also a fairly aggressive setup. A model that lacks scene data has to guess. Faces and lighting are where a guess is easiest to spot.
The console-to-PC pipeline
The longer-term plan is a console-to-PC chain: PS5, then a 4K HDR capture card (or Remote Play), then Veyra on the RTX 4080, then a 4K TV. The poster did not yet own the PS5 or the capture card. So the live-gameplay part of the plan is untested by this poster.
It is not a true external GPU. The PC does not take over rendering. It only post-processes the image the console has already produced.
Latency is the open question
Reported figures are self-reported and contested:
- The poster's own comment estimates roughly 15–20 ms of added latency with a heavy stack: two DLSS 5 passes, super resolution, RTX HDR, 3x frame generation and ReShade. They hope optimization could bring it to around 11 ms.
- A commenter claims 1–2 ms with an Elgato capture card and NitLink software while playing GTA V. TechRadar calls that a stretch, to say the least, and the original poster's own estimate is much higher.
- Other commenters call the lag noticeable but tolerable. Those are personal impressions, not measurements.
Frame generation also makes motion look smoother without making controls more responsive. A 30 fps game interpolated to 90 fps still samples your input at the game's native rate. The capture and processing chain then adds delay on top. A slow-paced scene may be fine. A twitchy shooter will not be.
TechRadar also suggests a PCIe capture card is preferable to a USB one. That is the outlet's view, not a verified spec. Treat any specific hardware recommendation with caution.
About the tool
Veyra's GitHub page describes it as an open-source (GPL-3.0) Windows 11 video player and capture enhancement tool. It requires DirectX 12 and supports NVIDIA and AMD GPUs. The project's own text says most local tests used an RTX 5070, and that higher resolutions, layered neural rendering and frame generation raise GPU and VRAM demands. The project's page now lists version 2.1.2, with 2.1.1 as a historical release.
Those are the project's own claims, not independent validation. The same caution applies to MFG Unlock, which TechRadar calls an experimental tool. Download third-party software at your own risk, and prefer a test machine to your daily driver.
Takeaways for PC gamers
- This is a preview of post-processing, not of GTA VI's PC graphics. No PC version has been dated.
- Official DLSS 5 depends on the game engine. Nvidia describes DLSS 5 as developer-integrated, running on RTX 50 Series. A video-only hack is a different thing.
- Smoothness is not responsiveness. Expect added input lag, and don't take the 1–2 ms claim as a benchmark.
- Be cautious with unofficial tools. Experimental unlockers and workarounds carry the usual risks.
The experiment is a neat demonstration of what generative post-processing can do to a flat video. It does not show what a native DLSS 5 integration in GTA VI would look like, and it does not prove a console-to-PC chain is comfortable to play through.
References
- Redditor fudges DLSS 5 to work on GTA 6 trailer — and it looks impressive TechRadar · 2026-11-05T13:16:28+00:00
- GTA 6 com DLSS 5 e 90 FPS: experimento simula versão para PC gamevicio.com
- DLSS 5: Generative Neural Rendering - NVIDIA ADLR research.nvidia.com