DLSS5oneclick README

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

DLSS5oneclick

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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)

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这是什么?DLSS5oneclick 是一个一键式 Windows 工具,把泄露的 DLSS 5 神经渲染构建安装进任何 DirectX 11/12 PC 游戏——无论该游戏是否已自带 DLSS——让你即使在 Nvidia 尚未官方适配的游戏中也能获得 RTX 神经超分。
这是游戏修改器,还是通用安装器?它是一个无需运行时的单一原生 Windows exe,充当能感知游戏库的安装器/管理器:它扫描你的 Steam、Epic、GOG 和 Xbox 游戏库,然后把 ReShade 加上 RenoDX 或 OptiScaler 插件以及 DLSS 5 模型文件部署到你选中的游戏。
我怎么把它用到某个游戏上?下载并运行 dlss5oneclick.exe,在 Games/Setup 页面选择检测到的游戏(或手动添加文件夹/exe),点击 Install DLSS 5,然后在游戏中打开 ReShade 的 Home 面板,进入 Add-ons 标签页并启用 DLSS 5 Neural Rendering。
我需要特定的 NVIDIA GPU 或先装什么东西吗?你需要一张带 Tensor Core 的 RTX 20/30/40/50 系显卡——GTX/GT/MX 和非 NVIDIA GPU 会被直接拒绝——工具会在安装时直接从 GitHub releases 拉取 ReShade、DLSS 5 插件、Feeder 和 LumeniteFX,因此无需预装任何额外内容。
在某个游戏上尝试之前,最主要的问题是什么?该 exe 没有代码签名,而且它会往游戏文件夹里放 DLL,所以 SmartScreen/Defender 容易将其标记;RE Engine 游戏(Resident Evil、Dragon's Dogma 2、Monster Hunter Wilds 等)在 ReShade 下会崩溃,除非先运行工具的 REFramework 步骤;而且 ReShade 和 OptiScaler 两个引擎不能同时装在同一款游戏上。
它能处理同时有核显和独立 RTX GPU 的混合笔记本吗?可以——在混合架构机器上,Windows 可能在核显上启动游戏,而核显完全没有 NGX 支持,因此安装器现在会写入与 Windows 设置应用相同的 GPU 首选项,强制游戏运行在 NVIDIA 卡上;--check 参数可显示当前的适配器首选项。
DLSS 5 插件本身也和工具的其他部分一样开源吗?不是——安装器工具采用 MIT 许可,但它部署的 DLSS 5 神经渲染插件本身是泄露的闭源二进制,仅通过特定的社区仓库和 Nexus Mods 页面分发,并非从源码构建。
不同 RTX 代次之间的性能差异大吗?大——DLSS 5 模型原生为 FP8 且内核仅限 RTX 50,本工具的构建为 RTX 40 增加了修补的 FP8 路径,并为 RTX 20/30 提供 FP16 回退,因此老卡运行同一功能要付出高得多的算力代价。
两种安装引擎有什么区别?默认引擎是 ReShade 加 RenoDX 插件;备选的 OptiScaler(Dagherbou 的分支)可在 GUI 中选择或用 --engine=opti 指定,以 dxgi.dll 形式安装并带游戏内 Insert 叠加层。两者面向同一个 DLSS 5 模型,但不能同时安装在同一款游戏上。
我还能为我的特定游戏添加 HDR 模组吗?可以。从 0.8.0 版本起,工具可以检测并提供针对特定游戏的 RenoDX HDR/色调映射模组(GUI 中的复选框或 --renodx 参数),它与 DLSS 5 插件一同加载,内容取自 RenoDX 自己的游戏索引和 wiki。
如果我的游戏本身没有 DLSS 会怎样?工具会走完整的 'Feeder' 路径:安装 ReShade、shader 头文件、DLSS5-Feeder、LumeniteFX 运动向量提供器、泄露的 DLSS 5 插件和 DLSS 运行时 DLL,并写入所需的配置键——基本上把 DLSS5-Feeder README 中的每个手动步骤都自动化了。
我如何确认下载的 exe 是正规来源?每个 GitHub release 的说明都会公布所附 dlss5oneclick.exe 的 SHA-256,你可以用 certutil -hashfile 或 PowerShell 的 Get-FileHash 核对;只有项目自己的 Releases 页面及其链接的 Nexus Mods 页面被视为可靠来源。
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