DLSS5oneclick README

The project's README from github.com/faisalkindi/DLSS5oneclick. As one markdown file: README.md.

DLSS5oneclick

Download Downloads Stars Ko-fi

One button that sets up the leaked DLSS 5 neural-rendering build in any DirectX 11/12 game, with or without DLSS of its own. Single native Windows exe, no runtime. Everything it installs is downloaded from the projects that made it; the only third-party content inside the exe is three SIL-OFL fonts.

Download: latest release → dlss5oneclick.exe.

Two paths, picked automatically

The game What gets installed
Ships its own DLSS (an nvngx_dlss.dll this tool did not place, or Streamline sl.*.dll, nvngx_dlssg/dlssd.dll, anywhere up to four folders deep, or under an Unreal project's Plugins tree) ReShade add-on build + the DLSS 5 add-on (renodx-dlss5.addon64, nvngx_dlssnr.dll). The add-on hooks the game's own NGX calls directly. DX11 games also get dlss5-bridge, which replays the D3D11 DLSS calls on a private D3D12 device so the add-on can see them. No Feeder, no LumeniteFX; a Feeder left over from an earlier run is removed.
Has no DLSS The full Feeder path below: ReShade + shader headers + DLSS5-Feeder + LumeniteFX + the DLSS 5 add-on + config.

Engine choice for games with native DLSS (two cards at the top of the window, the second one greyed out with a reason when the game has no DLSS): the default engine is ReShade + the RenoDX add-on. A second engine — Dagherbou's OptiScaler_DLSSNR fork (OptiScaler with a built-in Neural Rendering pass, colour composition from RenoDX under MIT) — can be picked in the GUI or with --engine=opti: the tool extracts the fork's release into the game as dxgi.dll, adds nvngx_dlssnr.dll, and records a manifest so Remove takes it out cleanly. In game, Insert opens the OptiScaler overlay; Neural Rendering is off by default there. The two engines cannot share a game (both load as dxgi.dll). Note the fork targets the unpatched model: on the driver's own DLL that means RTX 50; with the 310.8.SF model this tool installs, older RTX generations may work but are untested there.

RenoDX HDR mod (optional, since 0.8.0; engine-independent since 0.8.1). The RenoDX project publishes game-specific HDR / tone-mapping mods as ReShade add-ons (renodx-<game>.addon64). When the tool recognises the game (Steam app id from the library's appmanifest_*.acf, else the folder / exe name, matched against RenoDX's games-index.json and its wiki mod list), a RenoDX HDR mod checkbox appears with the mod's status (working / in progress) and the wiki's note for that game; --renodx does the same on the command line. It loads beside the DLSS 5 add-on: ReShade only refuses two add-ons with the same name, and the game mods register as "RenoDX" while the DLSS 5 add-on registers as "DLSS 5 Neural Rendering"; their settings live in different ReShade.ini sections ([renodx-preset1] vs [RenoDX.DLSS5]). Verified in Clair Obscur: Expedition 33 and Dragon's Dogma 2 (both add-ons registered in ReShade.log). Exactly one RenoDX game mod per game — a second one is refused by ReShade and both would write the same keys — so the tool refuses when another renodx-*.addon64 is already there, and Remove only deletes the one it recorded. The link the wiki gives (often a maintainer's fork snapshot) wins over the main-repo snapshot build; games the wiki lists as Nexus/Discord-only get the snapshot build with a note. Turn Windows AutoHDR / RTX HDR off with these mods (double tone mapping). The generic Unreal/Unity fallbacks RHI offers are deliberately not installed. The checkbox is independent of the engine: on the OptiScaler engine the mod still needs ReShade, so the tool adds the ReShade DLL as ReShade64.dll and sets [Plugins] LoadReshade=true in OptiScaler.ini — the method OptiScaler's own ini documents for running ReShade add-ons beside it. That combination follows the documentation but has not been run in a game by the author; if it crashes, untick the mod or switch engines.

RE Engine games (Resident Evil 2/3/4/7/8/Requiem, Devil May Cry 5, Monster Hunter Rise/Wilds, Street Fighter 6, Dragon's Dogma 2, Pragmata — anything with re_chunk_000.pak next to the exe) crash under ReShade unless praydog's REFramework is loaded first. Since 0.8.0 the tool installs its monolithic nightly dinput8.dll as the first step in those games (only the DLL, as its release notes insist) and Remove takes it out again; a dinput8.dll the tool did not place is left alone.

Wrong path? The DLSS detection is a folder scan, so a stray nvngx_dlss.dll (left by another tool, or by this one before it started marking its own copy) makes a game without DLSS look like a native-DLSS game. The dropdown next to the game line (Auto / Force no-DLSS (Feeder) / Force native DLSS), --mode=feeder|native, or DLSS5ONECLICK_MODE overrides it; the auto line still shows what was detected.

Hybrid machines (laptop iGPU + dGPU, or an AMD/Intel display adapter alongside the NVIDIA card). Windows decides which GPU a process starts on, and a process started on the integrated GPU has no NGX at all — every NVSDK_NGX_D3D12_Init answers 0xBAD00001 (FeatureNotSupported) no matter how correct the install is. Install now writes the same preference the Settings app writes (GpuPreference=2; under HKCU\Software\Microsoft\DirectX\UserGpuPreferences) for the game exe, and for host64\dlss5-feed-host64.exe on a 32-bit game. Remove takes it away again, but only when it is still exactly what was written. --check prints the machine's adapters and the current preference.

DX11 vs DX12 is read from the exe's import table, then from the engine DLLs next to it (UnityPlayer.dll, ...), and a D3D12\D3D12Core.dll (DirectX Agility SDK redist) next to the exe counts as DX12 even when only d3d11.dll is imported (RE Engine). When nothing says, DX12 is assumed and the status line says so. dlss5oneclick.exe "<game folder>" --check prints the detected mode, API and plan without installing anything.

The no-DLSS path

Every component is taken from its project's latest release. For DLSS5-Feeder that can be a tag named -beta: upstream publishes builds it means people to run with prerelease=false (v0.13.1-beta.1, v0.12.1-beta.2) while flagging the ones it does not, and those carry fixes the last plain-numbered release lacks. Install names the tag it took, with (beta) after it, so you always know what you are running.

It does, in order, exactly what the DLSS5-Feeder README tells you to do by hand:

Step What From
1 ReShade with add-on support, dropped as dxgi.dll ReShade_Setup_<ver>_Addon.exe on reshade.me (DLL pulled straight out of the installer, nothing is run)
2 ReShade.fxh, ReShadeUI.fxh, DrawText.fxh into reshade-shaders\Shaders (the setup exe has only the DLLs; every shader below includes ReShade.fxh) crosire/reshade-shaders (slim branch)
3 dlss5-feed.addon64 + DLSS5_Feed.fx jlrouzies-fr/DLSS5-Feeder
4 Motion-vector provider: lumenite_*.fx, include\*.fxh, lumenite_bluenoise256.png umar-afzaal/LumeniteFX (mainline branch)
5 renodx-dlss5.addon64 (the leaked DLSS 5 add-on, closed-source and community-distributed), nvngx_dlssnr.dll (its neural-rendering model), nvngx_dlss.dll (DLSS runtime; the Feeder's NGX session fails without one next to the game, so it is always placed and marked with a nvngx_dlss.dll.dlss5oneclick sidecar) RankFTW/rhi-repo releases (renodx-dlss5-*, dlssnr-*, dlss-*)
6 ReShade.ini gets PreprocessorDefinitions=DLSS5_MV_PROVIDER=3; ReShadePreset.ini enables Lumenite_Kernel above DLSS5_Feed written by this tool, existing keys preserved

Every file is downloaded from its upstream at install time; a re-run only fetches what is missing.

Use

  1. Run dlss5oneclick.exe (single native binary, no runtime needed).
  2. The Games page lists every installed game it can find — Steam (all library folders), Epic Games, GOG and Xbox / Game Pass — newest install first, with the store's own artwork (Steam's cached library art or its CDN, Xbox's tile logo, the exe icon otherwise) and, once inspected, a DirectX 11/12 chip plus "DLSS / add-on" status per card. Click a poster to open its Setup page. Add a folder / Add a game still take any folder or exe by hand, and a game added that way is remembered: it comes back in an Added by you section at the top of the list on every later start (right-click its card to forget it). Rescan re-reads the stores. --list-games prints the same list headless.
  3. On the Setup page, pick the game's folder (or its .exe) - the game exe is detected automatically (the folder and two levels below it are searched, so bin\x64_dx12\ and Unreal Binaries\Win64\ layouts work; Unity crash handlers, Unreal helpers and redist installers are skipped; a *-Shipping.exe is preferred). If several candidates remain, a dropdown lets you choose. The list shows what is already present.
  4. Install DLSS 5.
  5. In game: Home opens ReShade → Add-ons tab → DLSS 5 Neural Rendering panel → enable it. Keep the game's MSAA/SSAA off. On games with their own DLSS the Home tab says "No effect files found" — expected, no shaders are needed there; the panel lives on the Add-ons tab.

F6 toggles neural rendering on/off, F5 saves the add-on's screenshot (both are the add-on's own hotkeys). On the Feeder path, dlss5-feed.log next to the game exe should show feature ready … DLAA and DLSS5_MV_PROVIDER=3 (LumeniteFX Kernel) -> Lumenite_Kernel (enabled).

CLI: dlss5oneclick.exe "C:\Games\Foo" (folder or exe) / --renodx (also install the game's RenoDX HDR mod) / --check (detect only, also names the RenoDX mod it would install) / --diagnose (read the game's ReShade/feed logs and say why neural rendering is or is not running) / --remove (headless, prints progress).

Updates

On start the tool looks at github.com/faisalkindi/DLSS5oneclick/releases/latest (a redirect, no API) in the background. If a newer version exists, a bar offers Update / Later / Skip this version; nothing is downloaded unless you press Update. Update fetches the release exe, checks it is a real executable, swaps it in place of the running one (the old file is kept as dlss5oneclick.exe.old until the next start) and restarts. dlss5oneclick.exe --update does the same from the command line.

Downloads and GitHub

Every component comes from GitHub releases. Since 0.5.1 the tool reads the public release pages (no API), so it is not subject to GitHub's 60-requests-per-hour API cap that caused HTTP 403 Forbidden for people installing into many games. If you set a GITHUB_TOKEN environment variable it is used for the API path first. Where github.com itself is unreachable (some countries block it), a proxy or VPN is the only way — the files exist nowhere else this tool trusts.

GPU support

The tool reads the installed display adapters from the registry and refuses up front on anything that cannot run the model: non-NVIDIA cards (NGX does not exist there) and NVIDIA cards without tensor cores (GTX/GT/MX). Among RTX cards, expect very different costs — the DLSS 5 model is FP8 with RTX-50-only kernels; the 310.8.SF build the tool installs adds patched binaries for RTX 40 and an FP16 path for RTX 20/30. The status line shows the tier: RTX 50 full speed · RTX 40 moderate cost · RTX 20/30 heavy cost. Virtual/remote adapters (Hyper-V GPU-P, RDP, VMs) are treated as unknown and allowed. If your card is misdetected, set DLSS5ONECLICK_SKIP_GPU_CHECK=1 to bypass the refusal.

Verifying a download

Each release's notes carry the SHA-256 of the attached dlss5oneclick.exe. Check yours with certutil -hashfile dlss5oneclick.exe SHA256 (or PowerShell Get-FileHash). Only this repository's Releases page and the linked Nexus Mods page are legitimate sources — "DLSS 5 manager/one-click" executables from other repositories, videos or websites are not this tool, and at least one such repository distributes a 500 MB binary with no source at all.

Windows Defender / SmartScreen

The exe is not code-signed (no publisher certificate), it is new, and it downloads DLLs into game folders — three things Windows heuristics dislike. Expect a SmartScreen "unknown publisher" prompt; if Defender quarantines the exe or, worse, the add-on files it placed in a game, restore them from Protection history, add the game folder as an exclusion, and re-run Install (it re-fetches only what is missing). Every release is built from the public source in this repository.

Known issues

Not handled

Development

Rust 2021, single crate. GUI is egui/eframe; HTTP is reqwest (rustls); archives via the zip crate.

cargo test
cargo build --release   # target/release/dlss5oneclick.exe

Tests use local fakes only; no network. Verified 2026-08-31: full live installs against dummy game folders (both paths), and detection against real installs — Fell & Sell (Unity, DX11, no DLSS → Feeder), Fatal Claw (Unreal, DX11 + DLSS → native + bridge), Mortal Shell 2 (Unreal + DLSS → native), The Witcher 3 (bin\x64_dx12, native DX12), Jotunnslayer and Trails in the Sky (DX11 + DLSS → native + bridge). DLSS 5 confirmed running in Fell & Sell (feature ready … DLAA, NR evaluating, F6 toggling).

Credits

This tool only automates other people's work. The credit belongs to:

License

MIT for this tool. Each downloaded component keeps its own license: ReShade BSD-3; DLSS5-Feeder — see its repo; LumeniteFX — AGNYA; dlss5-bridge MIT; the DLSS 5 add-on (renodx-dlss5.addon64) — closed source, no license published; NVIDIA runtimes �

DLSS5oneclick (faisalkindi/DLSS5oneclick)

Searching Database…

What is this?DLSS5oneclick is a one-click Windows tool that installs a leaked DLSS 5 neural-rendering build into any DirectX 11/12 PC game, whether or not that game already ships its own DLSS, so you get RTX neural upscaling even in titles Nvidia has not officially patched.
Is this a game mod or a general-purpose installer?It is a single native Windows exe with no runtime that acts as a library-aware installer/manager: it scans your Steam, Epic, GOG and Xbox game libraries, then deploys ReShade plus either the RenoDX or OptiScaler add-on and the DLSS 5 model files into whichever game you pick.
How do I get it running on a game?Download and run dlss5oneclick.exe, pick a detected game from the Games/Setup page (or add a folder/exe manually), click Install DLSS 5, then in-game open ReShade's Home panel, go to the Add-ons tab and enable DLSS 5 Neural Rendering.
Do I need a specific NVIDIA GPU or anything installed first?You need an RTX 20/30/40/50-series card with tensor cores — GTX/GT/MX and non-NVIDIA GPUs are refused outright — and the tool fetches ReShade, the DLSS 5 add-on, Feeder and LumeniteFX straight from GitHub releases at install time, so nothing extra needs to be pre-installed.
What's the main catch before I try this on a game?The exe isn't code-signed, so SmartScreen/Defender tends to flag it because it drops DLLs into game folders; RE Engine games (Resident Evil, Dragon's Dogma 2, Monster Hunter Wilds, etc.) will crash under ReShade unless the tool's REFramework step runs first, and the ReShade and OptiScaler engines can't both be installed on the same game.
Does it handle hybrid laptops with both an iGPU and a dedicated RTX GPU?Yes — on hybrid machines Windows may launch the game on the integrated GPU, which has no NGX support at all, so the installer now writes the same GPU preference the Windows Settings app writes to force the game onto the NVIDIA card; a --check flag shows the current adapter preference.
Is the DLSS 5 add-on itself open source like the rest of the tool?No — the installer tool is MIT-licensed, but the actual DLSS 5 neural-rendering add-on it deploys is a leaked, closed-source binary distributed only through a specific community repo and Nexus Mods page, not something built from source.
Does performance differ a lot between RTX generations?Yes — the DLSS 5 model is natively FP8 with RTX-50-only kernels, and this tool's build adds a patched FP8 path for RTX 40 and an FP16 fallback for RTX 20/30, so older cards run the same feature at a much heavier compute cost.
What's the difference between the two install engines?The default engine is ReShade plus the RenoDX add-on; the alternative, OptiScaler (Dagherbou's fork), is picked in the GUI or with --engine=opti and installs as dxgi.dll with an in-game Insert overlay. Both target the same DLSS 5 model but can't be installed on the same game simultaneously.
Can I also add an HDR mod for my specific game?Yes, since version 0.8.0 the tool can detect and offer a game-specific RenoDX HDR/tone-mapping mod (checkbox in the GUI or --renodx flag) that loads alongside the DLSS 5 add-on, pulled from RenoDX's own games index and wiki.
What happens if my game has no DLSS of its own?The tool runs the full 'Feeder' path: it installs ReShade, shader headers, DLSS5-Feeder, the LumeniteFX motion-vector provider, the leaked DLSS 5 add-on and DLSS runtime DLL, and writes the needed config keys — essentially automating every manual step from the DLSS5-Feeder README.
How do I confirm the downloaded exe is legitimate?Each GitHub release's notes publish the SHA-256 of the attached dlss5oneclick.exe, which you can check with certutil -hashfile or PowerShell's Get-FileHash; only the project's own Releases page and its linked Nexus Mods page are treated as genuine sources.
Size
349 MB
Stars
1.1K
Age
1mo
Commits · 90 Days