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DLSS 4.5 Ray Reconstruction Found Early in Call of Duty: Modern Warfare 4 Beta: Second-Gen Transformer, +20% Parameters, +35% Compute

Forum topic · QianXun · 2026-08-23

Summary

NVIDIA's DLSS 4.5 Ray Reconstruction was discovered embedded in the Call of Duty: Modern Warfare 4 pre-order beta (released August 21), ahead of the official rollout planned for late August 2026. A Reddit user datamined the beta and found an unpublished NVIDIA package version 310.7.128 containing the new ray reconstruction build, dated June 12—compiled before NVIDIA's COMPUTEX 2026 announcement on June 1. The 4.5 release replaces the previous CNN-based ray reconstruction model with a second-generation Transformer. NVIDIA reports the new architecture carries 20% more parameters and 35% more compute, yet maintains frame rates comparable to the previous generation under the new Preset F. The upgrade targets the classic path-traced denoising trade-off: instead of pushing sample counts, the Transformer learns to reconstruct clean, temporally stable images from sparse ray inputs. Early community testing across Alan Wake 2, Cyberpunk 2077, Crimson Desert, and Hogwarts Legacy confirms reduced ghosting, improved temporal stability, and better motion-detail preservation. The early ship-in is widely interpreted as a soft pre-launch stress test ahead of Gamescom.

DLSS 4.5 Ray Reconstruction: Early Discovery in Call of Duty: Modern Warfare 4 Beta

NVIDIA's next-generation DLSS 4.5 Ray Reconstruction has surfaced ahead of schedule. A Reddit user datamining the pre-order beta of *Call of Duty: Modern Warfare 4*—released August 21, 2026—found an unpublished NVIDIA package (version 310.7.128) with the new ray reconstruction build already integrated. The DLL timestamp of June 12 indicates the build was compiled before NVIDIA's COMPUTEX 2026 announcement on June 1, confirming this is the genuine 4.5 release rather than a placeholder.

What Changed in 4.5

The headline upgrade is a second-generation Transformer model replacing the CNN used in prior ray reconstruction:

  • +20% parameters — more capacity to model spatiotemporal correlations
  • +35% compute — but balanced by Preset F so per-frame cost stays roughly equivalent
  • Global spatiotemporal modeling — instead of CNN's local inductive bias, the Transformer handles long-range dependencies across frames
  • Ray Reconstruction addresses the core dilemma of path-traced rendering: low sample counts run fast but produce noisy frames, while high sample counts look clean but are expensive. NVIDIA's bet is that the Transformer learns to reconstruct a correct high-resolution image from sparse ray samples, motion vectors, depth, and the previous frame, with significantly less boiling (flicker) and ghosting on motion.

    How to Enable It Manually

    Because NVIDIA App has not yet shipped official 4.5 support, the only stable injection path is manual DLL replacement:

    1. Back up the target game's original nvngx_dlssd.dll 2. Overwrite with the new DLL from the 310.7.128 package 3. Open NVIDIA Profile Inspector 4. Under 05 – Upscaling and Frame Generation, set DLSS-RR – Forced Letter Preset to 6 (Preset F; the old 310.7.0 build used Preset D) 5. Verify with DLSSTweaks debug overlay—DLL version alone is not reliable, since the wrong preset will silently fall back to the old model

    DLSS Swapper plus Profile Inspector remains the most reliable toolchain.

    Community-Verified Compatibility

    Early testers report clean operation on:

  • Alan Wake 2
  • Cyberpunk 2077
  • Crimson Desert
  • Hogwarts Legacy
  • Consistent feedback across these titles: reduced ghosting, better temporal stability of the denoiser, and improved detail retention in motion-heavy scenes.

    The Broader Trend

    DLSS 4.5 marks another step toward a unified neural rendering stack at NVIDIA:

  • DLSS 2.x — CNN-based upscaling
  • DLSS 3.x — frame generation added
  • DLSS 4.x — multi-frame synthesis
  • DLSS 4.5 — Transformer-based ray reconstruction
  • The migration of every neural rendering subtask to the same Transformer backbone suggests a "one model, multiple task heads" architecture is replacing the traditional "one small CNN per task" pattern. If extended across upscaling, frame generation, ray reconstruction, and path-traced denoising, this could set up a unified DLSS 5 model.

    Why It Shipped Early

    With Gamescom opening at the end of August and NVIDIA historically using the show to announce next-gen GPU and software stacks, the early 4.5 embed reads as a semi-official preview: real-player stress testing before the formal rollout, plus reference screenshots circulating for upcoming ray-traced titles such as *Resident Evil Requiem*. The Reddit thread crossed 1,000 citations within 24 hours of posting.

    Key Points

  • DLSS 4.5 Ray Reconstruction leaked via MW4 pre-order beta files (package 310.7.128, dated June 12)
  • Second-gen Transformer: +20% parameters, +35% compute, Preset F holds frame rate
  • Targets flickering and ghosting via global spatiotemporal modeling
  • Manual install: DLL swap + Profile Inspector preset 6 + DLSSTweaks verification
  • Confirmed working on Alan Wake 2, Cyberpunk 2077, Crimson Desert, Hogwarts Legacy
  • Signals NVIDIA's push toward a unified Transformer backbone across the entire DLSS pipeline
  • References

  • Reddit r/nvidia, DLSS 4.5 Ray Reconstruction embedded in Modern Warfare 4 beta, 2026-08-22
  • VideoCardz, *NVIDIA DLSS Ray Reconstruction 4.5 found in Modern Warfare 4 beta files*, 2026-08-22
  • IT之家 (IThome), 2026-08-23
  • NVIDIA DLSS 4.5 Ray Reconstruction announcement materials, COMPUTEX 2026, 2026-06-01
  • NVIDIA Profile Inspector / DLSS Swapper / DLSSTweaks documentation
  • Community validation threads: Alan Wake 2, Cyberpunk 2077, Crimson Desert, Hogwarts Legacy on Preset F

Tags

#dlss-4-5#ray-reconstruction#nvidia#transformer-model#neural-rendering#path-tracing#call-of-duty-modern-warfare-4#gamescom-2026

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