DLSS5-Autopilot README

The project's README from github.com/Kizzuwatnaa/DLSS5-Autopilot. As one markdown file: README.md.

DLSS 5 Autopilot

Puts DLSS 5 neural rendering into games that never shipped it. Scans your library, reads each executable, picks the route that fits the game and your card, downloads every part from its publisher, writes the configuration, and can take all of it back out. One .exe, nothing to install, no admin.

Download the latest release · Windows 10/11 · NVIDIA RTX 20 or newer

This repository holds installer logic only. No game files, no NVIDIA binaries, no third-party code is redistributed - everything is fetched at run time from the original publishers. Credits and licensing.

What DLSS 5 is

A network that runs over a finished frame and re-lights it: materials, skin, tone. NVIDIA shipped it on 3 September 2026 in NBA 2K27, for RTX 50. The community wired it into other games through ReShade add-ons and an OptiScaler fork, and re-targeted the runtime so RTX 40, 30 and 20 run it too. This tool automates that setup. Unofficial; the tool resolves the current version of every part each time it runs.

Using it

  1. Run dlss5-autopilot.exe. It scans Steam, Epic, GOG, EA, Ubisoft, Battle.net, Rockstar, Amazon, itch, Heroic, Xbox/Game Pass, D:\Games\* folders and 19 emulators. Anything else: choose folder. With scan library at start on - the default - later runs open straight on that library; rescan walks the disks again when you have installed or removed a game.
  2. Pick the game. The card shows what was read - executable, 32/64-bit, graphics API, whether it ships DLSS - and the route it will take.
  3. Press INSTALL. The log says what went where. Then start the game and press the key the tool named; did it work? reads the game's logs afterwards and reports what happened.

Uninstall removes exactly what was written, restores anything it replaced, and nothing else.

Which route a game gets

Which route a game gets: an RTX Remix mod means remix; 32-bit means feeder; 64-bit DirectX 9 means renodx-dlss; Vulkan means bridge with DLSS and feeder without; OpenGL and DirectX 10 mean feeder; DirectX 11/12 with DLSS means optiscaler on D3D12 (native and neural-upstream offered too) or bridge on D3D11, and feeder without DLSS

The dropdown lists every route the game allows, marks the recommended one and greys out what your card cannot run. The card under it says, per route, what it does and what must not sit in the same folder.

The graphics API comes from the executable's import table, with one exception: a d3d9.dll import is checked against the delay-load table, a D3D12 Agility SDK in the folder and the executable's own names before the game is called DirectX 9, because engines keep that import long after they stop drawing with it. When the table names no graphics DLL at all (the engine loads its renderer at run time), the tool reads the DLL names inside the exe, the imports of the DLLs beside it and the names inside the largest of them, and ranks them as the import table would: a Direct3D name anywhere outranks OpenGL or Vulkan, because an engine that can drive several backends names all of them and draws with Direct3D on Windows. A Unity game (UnityPlayer.dll beside the exe) is Direct3D 11 unless started with -force-d3d12, -force-vulkan or -force-glcore. An import table can also lie

Route What it is For FPS dial
native Krish's renodx-dlss5 add-on hooks the DLSS calls the game already makes 64-bit D3D12 games with DLSS; on an RTX card optiscaler is recommended first, native is one click away the game's DLSS mode
neural-upstream matiasLombo's add-on runs the network at render resolution, before the game's DLSS upscales 64-bit D3D12 games with DLSS cadence (every 1st/2nd/3rd frame)
optiscaler Dagherbou's OptiScaler fork (or y4my4my4m's, or wilsjo2's - which is installed with its neural pass before the upscaler, the placement it exists for; neither of those two has been run here) replaces the upscaler and runs the model over its output; no ReShade 64-bit D3D11/12 with DLSS, or with FSR 2/3 / XeSS redirected into DLSS model resolution 25-100 % - cost falls with the square; optional frame generation (FSR 3.1, any card, D3D12)
bridge NIGos' dlss5-bridge mirrors the game's DLSS contract onto a private D3D12 session D3D11 and Vulkan games with DLSS the game's DLSS mode
feeder jlrouzies-fr's DLSS5-Feeder builds a DLAA contract from ReShade's depth buffer and shader motion vectors games with no DLSS: D3D10/11/12, Vulkan, OpenGL, 32-bit (host64 helper, DirectX 9 through DXVK) work area 50-100 % (64-bit D3D11)
standalone-dlssnr kibblerz's add-on: own feed, DLAA or DLSS Super Resolution, frame generation, shown through its own window 64-bit D3D11/12, with or without DLSS; experimental run the game below native
renodx-dlss ShortFuse's add-on hooks D3D9/11/12 in-process; no bridge, no shaders 64-bit DirectX 9 (nothing else reaches it); reported failing in many other games the game's DLSS mode
remix the game has an RTX Remix mod; DLSS 5 runs inside the Remix runtime, after its upscaler. Nothing injected any game with a .trex folder beside it Remix's Neural Uplift sliders

Two things that override the diagram. A Remix mod present means remix, always - ReShade crashes a Remix game before it draws. And an online game with anti-cheat (BattlEye, EAC, Vanguard, EA Javelin, HoYoverse, GameGuard, XIGNCODE3, Denuvo Anti-Cheat, PunkBuster, FACEIT, Ricochet, ACE) is marked in the list and asks for confirmation before INSTALL: ReShade add-ons and anti-cheat do not coexist, and a ban is on the person who chooses to install anyway.

Frame generation

Two switches, both off by default:

The first works in any D3D12 game on the optiscaler route; the second only raises a multiplier the game already has. NVIDIA's own multi-frame generation stays an RTX 50 feature.

Where the files come from

nvngx_dlss.dll (super resolution) and nvngx_dlssg.dll (frame generation) are fetched from NVIDIA's own repository, read at its release tag. nvngx_dlssd.dll (ray reconstruction) can be swapped the same way, and only for a game that already ships one - the dropdown does not appear otherwise, and not on the optiscaler or remix routes, whose install cannot act on it. The game's own file is backed up and comes back on uninstall, and the download is checked for being a 64-bit Windows DLL before anything is overwritten.

A swap is worth knowing two things about: a launcher that verifies its files puts its own copy back, and in an online game an anti-cheat can treat a changed file as tampering. For anything you play online, leave these on "keep the game's own".

Neural rendering itself is not in NVIDIA's SDK. nvngx_dlssnr.dll comes from the community build that matches your card, which is what the next section is about.

Your graphics card

nvngx_dlssnr.dll is compiled per architecture. NVIDIA's build is FP8 for RTX 50; the community re-targeted it for older cards. The tool detects the card, picks the matching build, then opens the file and checks its CUDA fatbin records against the card before installing it.

Card Build Cost
RTX 50 310.8.0, NVIDIA's own full speed
RTX 40 310.8.0-RTX40, community, sm_89 moderate
RTX 20 / 30 310.8.SF / SF-v2, community, FP16 heavy - about half your fps at 100 % model resolution; use the dial
GTX, RTX 16 - does not run
AMD, Intel - not from here - see below

Neural rendering runs inside NVIDIA's nvngx_dlssnr.dll, so a Radeon or an Arc card has no runtime for it to use. Two projects run the network on Radeon through HIP (RDNA 3 / RDNA 4 with HIP 7, Direct3D 12) and their users report both working, at a heavy cost. Neither can be installed from here: the open one keeps the runtime DLL and its weights in a Discord channel rather than in its releases, and the other is closed source. The tool says so when it finds an AMD card, and this becomes a route the day either of them publishes the whole thing.

Swapping the DLL alone does nothing on any card: a game has to ask for neural rendering, and outside NBA 2K27 none do. That request is what the add-on or OptiScaler makes.

In the game

The keys below are the defaults. A keyboard without an Insert or a Home key has no way into the overlay at all, so the overlay key setting on the install page rebinds both ReShade's and OptiScaler's, and every instruction the tool prints then names the key that was chosen.

Route Keys
optiscaler Insert opens the overlay; neural rendering is already on
native · bridge Home → DLSS 5 tab → neural rendering on (F5 toggles it in add-on 4.6+); keep the game's DLSS on
neural-upstream Home → NR Pre-Upscale tab; keep the game's DLSS on; with DLSS Frame Generation set the cadence to Quality
feeder Home → tick LUMENITE: Kernel 2.0 (or VORT) and DLSS 5 Feed, provider above the feed → DLSS 5 panel → on. 32-bit games: the panel is a separate helper window beside the game
renodx-dlss Home → RenoDX DLSS tab; already on
remix Alt+X → Developer Settings → Post-Processing → Enable Neural Uplift
standalone-dlssnr F10 compares

Everywhere: MSAA/SSAA off. Set resolution and display mode before turning neural rendering on - the feature is built for one back-buffer size, and a rebuild mid-session is where crashes live. Prefer borderless over exclusive fullscreen for the same reason. "No .fx files found" in ReShade's overlay is normal on the add-on routes; the add-on tab is what matters.

Settings worth knowing

Video, YouTube, webcam

The feed does not care what draws the frame. The video and youtube card fetches a portable MPC-HC into a folder of your choice, sets its renderer to D3D11 and installs DLSS 5 into it like a game. Open a file, paste a YouTube link (played live via yt-dlp, or downloaded first), render a clip through DLSS 5 offline with process a file, or point a webcam at it. F6 toggles the effect while playing. Neural rendering redraws the whole window, menus included; expect text to look hand-drawn.

Anything on your screen. The screen row captures part of the desktop (Desktop Duplication on the GPU, NVENC, 30 fps) and plays it through DLSS 5 about half a second behind: a browser playing YouTube or Twitch, an emulator, a video call, a game with anti-cheat. Two methods: screen - with one monitor the left 62 % of the screen is captured and the player is parked on the right, on top; with two monitors the whole screen is captured and the player goes to the other one. window - one window from the list is captured on its own, wherever it is and whatever covers it, so the player can go fullscreen over it. Nothing is injected into the source; the delay makes this for watching, not for playing.

RTX Remix

A Remix mod rebuilds an old DirectX 8/9 game with path tracing. Once one is installed its runtime sits in a .trex folder beside the game; press rescan, the game appears with remix chosen, and INSTALL does three things: the matching nvngx_dlssnr.dll into .trex, one line in rtx.conf, and - only if you tick swap the Remix runtime - a DLSS 5-capable community runtime in place of one that has no neural pass (original backed up; experimental, it can undo a mod's own fixes).

The rtx remix card lists every project the tool knows about, marks the ones in your library, and for the two that publish a complete install as a plain zip on their own releases page - GTA IV and NFS Underground 2 - offers download & install from that page. Nothing is mirrored; every other project is a link.

Known Remix projects
Game Mod
Portal with RTX · Portal: Prelude RTX · Half-Life 2 RTX official, already Remix
Grand Theft Auto IV xoxor4d/gta4-rtx - the one this tool was tested against
Need for Speed: Underground 2 Ekozmaster/NFSU2-RTX-Remix
Garry's Mod Xenthio/garrys-mod-rtx-remixed
Deus Ex onnoj/DeusExEchelonRenderer
Thief Gold Night1099/thief-gold-rtx-remix
Morrowind BrunchyChineapple/Morrowind-RTX-Remix-source
Vampire: Bloodlines CattoSalad/VTMB-RTX-Remix
Prince of Persia: Sands of Time kaminoer/pop-sot-rtx
Saints Row 2 · Saints Row: The Third BRAGme/sr2-rtx-remix-proxy · PurrsianMilkman
Red Faction · Total Overdose · Assassin's Creed II BRAGme/RedFaction-RTX · Utkar5hM · Kamzik123/ac2-rtx
Populous: The Beginning · Silent Storm · Dungeon Keeper 2 xmarre · WormSlayer · mencelot
GTA: Vice City · Cry of Fear · Chess Titans GmanRO · michaelabilliot · Kamilkampfwagen-II

More on ModDB. A mod existing is not the same as it running well.

When it does not work

did it work? reads ReShade.log, dlss5-feed.log, OptiScaler.log, the DXVK and Remix logs, and - when the game left no log at all - Windows' own Application Error record, and names the cause.

The game closes a second after starting, no message

Some games quit the moment ReShade hooks Direct3D (Metal Gear Solid V is the known one). The tool runs those through DXVK: the game renders on Vulkan and ReShade loads as a Vulkan layer outside it. Any D3D11 game can take that path with the checkbox on the install page or --dxvk; DirectX 9 always does. Use borderless there - alt-tab in exclusive fullscreen re-creates the swap chain, and the second feature creation crashes.

The desktop mirror changes, the VR headset does not

A VR game that runs on OpenXR draws the headset's image through it; the desktop window is a mirror of it, and that is where a proxy DLL or the Vulkan layer puts ReShade. The VR headset (OpenXR) checkbox on the install page (or --vr) registers ReShade's OpenXR layer as well, which hooks the image the headset shows. Games on OpenVR/SteamVR are not reached by it. It is global for the user, like the Vulkan layer, and the last VR uninstall removes it. This has not been tried with a headset by the author. It is offered as an experiment; a report of what happens, either way, is what it needs.

Driver 616.64 or newer: everything loads, nothing changes

NVIDIA's DLSS 5 launch drivers route the neural feature into the runtime itself, and the renodx-dlss5 4.6/4.7 add-on faults on every evaluate there (measured by the feeder's author: 4.7 passes 0/300, 4.55 passes 300/300). With the add-on dropdown on auto the tool installs 4.55 on these drivers; a build picked from the list is used as picked. That is a way round it and not a fix - some games fault on 4.55 too - so rolling the driver back to 616.56 is the surer

DLSS5-Autopilot (Kizzuwatnaa/DLSS5-Autopilot)

Searching Database…

这是什么?DLSS5-Autopilot 是一款 Windows 工具,能把 NVIDIA 的 DLSS 5 神经渲染注入从未内置该功能的 PC 游戏,并升级已有旧版 DLSS 的游戏。它会扫描你的游戏库,根据游戏和你的 GPU 从八条安装路线中选择一条,从各发布方获取所需文件,之后还可以彻底自我卸载。
这是需要我手动安装的 mod,还是工具包办一切?它是一个单独的自包含 .exe——你永远不需要自己下载或放置 mod 文件。它会扫描、选择正确的方法、在运行时从 NVIDIA/社区来源获取实际组件,并替你写好配置。
实际怎么用它给游戏打补丁?运行 dlss5-autopilot.exe,让它扫描你横跨 Steam、Epic、GOG、EA、Ubisoft、Battle.net、Rockstar、Amazon、itch、Heroic、Xbox/Game Pass 和模拟器的游戏库,选一个游戏,查看建议的路线,然后按 INSTALL。
需要什么 GPU?AMD 或 Intel 显卡能用吗?你需要 NVIDIA RTX 20 系或更新的显卡——GTX 和 RTX 16 系显卡完全无法运行。AMD 和 Intel GPU 不受支持,因为神经渲染运行在 NVIDIA 自家的运行时 DLL 内,不过有两个非官方社区项目通过 HIP 让它在 Radeon 上运行。
在带反作弊的在线游戏中使用安全吗?该工具会标记任何带有已知反作弊(BattlEye、EAC、Vanguard、Denuvo Anti-Cheat、FACEIT 等)的游戏,并在安装前要求确认,因为 ReShade 插件与反作弊通常无法共存,而由此导致的封禁终究要由选择安装的人自己承担。
它只在 Windows 上运行,还是有 Linux/Steam Deck 版本?仅支持 Windows 10/11——没有提到任何 Linux 或 Steam Deck 版本。
DLSS 5 是什么?为什么需要手动把它加进游戏?NVIDIA 只在 2026 年 9 月 3 日通过 NBA 2K27 为 RTX 50 官方提供了 DLSS 5。社区构建了 ReShade 插件和一个 OptiScaler 分支,让它在 RTX 40/30/20 和其他游戏上运行,而本工具把安装这些社区构建的过程自动化了。
可以配合帧生成使用吗?可以——有两个默认关闭的可选开关:在任意 RTX 显卡上通过 OptiScaler 的 FSR 3.1 库实现 2 倍帧生成,以及实验性的 RTX40MFG-Unlock,可在 RTX 40 显卡上把已有的 DLSS 帧生成提升到 3 倍/4 倍。
卸载时会发生什么?卸载只会删除它添加的文件,并还原它备份过的原始 DLSS/DLAA DLL,其他任何东西都不会被改动。
它如何决定某个游戏走八条路线中的哪一条?它会读取游戏的可执行文件(图形 API、位深、是否自带 DLSS)和你的 GPU,然后给可行的路线排序——native、neural-upstream、optiscaler、bridge、feeder、standalone-dlssnr、renodx-dlss 或 remix——把其中一条标记为推荐,并把你的显卡无法运行的选项置灰。
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