DLSS5-Feeder README

The project's README from github.com/jlrouzies-fr/DLSS5-Feeder. As one markdown file: README.md.

DLSS5 Feeder

AI-DECLARATION: copilot

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⚠️ Careful of fake malicious websites

We got information that some malicious websites were making users download ZIP using similar name as this project, e.g. DLSS5-Feeder-v0.7.0.zip.

The only official release of DLSS 5 Feeder is on this GitHub, so be careful!

Thank to NIGos for the report.

⚠️ Nvidia Driver can cause issues with some addons

Some combinations of driver, NGX runtime and neural consumer do not work — it is usually the combination, not the game. Check yours in fifteen seconds, with no game running: host64\dlss5-feed-host64.exe --test (300/300 evaluates succeeded means you are fine). The scenarios we know about:

neural consumer driver 616.56 driver 616.64
(none — DLAA only, no neural pass) — ✅ 300/300
Deep Fried Chicken 1.4.8-alpha — ✅ 300/300
renodx-dlss5 v4.55 (classic engine) — ✅ 300/300
renodx-dlss5 "latest" (classic engine) — ✅ 300/300
renodx-dlss5 v4.6 (lazy-adoption engine) — ❌ 1/300
renodx-dlss5 v4.7 (lazy-adoption engine) ✅ 300/300 ❌ 0/300

Blank cells are combinations nobody has run. Measured with --test on one RTX 5090 through the 64-bit helper. On 616.64+ the evaluate faults inside NVIDIA's own nvngx_dlssnr.dll (#54) — any one of these works: Deep Fried Chicken, a classic-engine renodx-dlss5, or driver 616.56.

Use 0.14.0-beta.2 or newer, and run Verify-DLSS5Feeder.ps1 in the game folder before reporting anything.

Description

DLSS 5 neural rendering in games that ship without any DLSS — D3D11, D3D12, Vulkan, OpenGL, 32-bit, even DirectX 10 and DirectX 9.

DLSS 5's neural-rendering add-on only works by hooking a game's own DLSS calls. A game that has no DLSS never makes those calls, so the add-on sits idle. DLSS5-Feeder makes the calls itself. It builds a complete DLSS DLAA "contract" out of what ReShade already has — the frame being processed, the depth buffer, and estimated optical-flow motion vectors — runs a genuine DLSS evaluate, lets the DLSS 5 neural-rendering add-on hook into that evaluate, and copies the neural result back into the frame. All inside ReShade's effect chain.

game frame → ReShade effects → [motion vectors] → [DLSS5_Feed] → DLSS5-Feeder:
                                                    depth + MV     DLSS DLAA + DLSS 5 neural rendering
                                                                   ↓
                                    neural output written back over the frame → later effects → present

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Before you install: four things

None of this is hard, and the automated installer verifies most of it for you.

1. You might not need this project at all

If your game is 64-bit and uses DirectX 9, 11 or 12, there is now a simpler option: ShortFuse's renodx-dlss add-on does the whole job by itself. Use that instead — it is one add-on rather than two, and there is nothing for this project to add.

Your game What to use
64-bit, DirectX 9 / 11 / 12 renodx-dlss on its own — you do not need DLSS5-Feeder
32-bit (any graphics API) DLSS5-Feeder
Vulkan DLSS5-Feeder
DirectX 9, and you want the best handling of motion DLSS5-Feeder

renodx-dlss is not on GitHub. It comes from the RenoDX Discord, #DLSS5 channel: https://discord.com/invite/renodx

Why DLSS5-Feeder is still the only option for those three
  • 32-bit games. renodx-dlss is 64-bit only, and NVIDIA ships no 32-bit NGX runtime at all, so an in-process approach is impossible there by construction. This project's cross-process helper is the only route.
  • Vulkan games. Covered here through the bundled layer.
  • Real motion vectors on D3D9. renodx-dlss evaluates only the finished backbuffer there, with no temporal inputs. This project drives a full temporal evaluate from ReShade motion vectors.

2. You need one neural add-on installed next to this one

DLSS5-Feeder does not sharpen anything by itself. It builds the DLSS request your game never makes; a second add-on does the actual neural rendering. You install exactly one of them.

Recommended: Deep Fried Chicken, by Alexander, from its Discord: https://discord.gg/g2v2XGqvR — take 1.4.8 or newer.

Copy its three files next to your game's .exe (or into host64\ for a 32-bit game): deep-fried-chicken.addon64, deep-fried-chicken-nvngx.dll and deep-fried-chicken.cfg. Its settings file already arrives set up correctly, so leave it alone for your first run. You supply nvngx_dlssnr.dll and nvngx_dlss.dll yourself, as always.

Never install two neural add-ons. If Deep Fried Chicken finds RenoDX's add-on or Alex's Toolkit loaded beside it, it does nothing at all for the whole session — silently, as far as your eyes are concerned. Pick one. If something looks like it is not working, this is the first thing to check.

Using Krish's RenoDX add-on instead (the older option, still fully supported)

renodx-dlss5.addon64, the #DLSS5 build, from the RenoDX Discord, #DLSS5 channel: https://discord.com/invite/renodx. It is what every release up to now was developed against.

The feeder fingerprints whichever build it finds and adapts, so any recent one works — take the newest in the channel. Any renodx-dlss5*.addon64 name is recognised (renodx-dlss5-4.7.addon64 included; before 0.11.0-beta.2 only the exact name was, and a versioned file was logged as "not found" and treated as the classic engine). Keep just one copy — ReShade loads them all.

The feeder writes EnableHooks=2, NeuralUplift=1 and NREnableUpscaling=0 when they are unset, and in the host64 helper it unbinds the global hotkeys so a gameplay keypress cannot silently toggle neural rendering in a background process. Every guard is keyed to a marker only the build that needs it carries. None of this applies to Deep Fried Chicken, which has its own config file and its own overlay tab.

Build Marker What the feeder does about it
v4.7 NRGlobalTone Newest, checked 2026-09-01. Replaces the paper-white codec with a reversible colour bridge (SDR sRGB / linear HDR BT.709 / PQ BT.2020) picked from the contract the feeder already publishes, plus a fenced D3D12 workset pool. Nothing new is required from the feeder; the 32-bit overlay mirrors its renamed sliders and its two new keys.
v4.6 NRToggleKey Global hotkeys, WIP upscaling with a rejection latch, richer decline diagnostics. See the NRStyle=2 note under Smooth Motion below.
v45+ EnableHooks Rescans every present and adopts missed features lazily, so the feeder skips its warm-up re-create.
older — Classic single hook pass; the warm-up re-create stays on.

Verification status: no game row has verified a v4.6 or v4.7 run end-to-end yet. The compatibility work is static — marker detection, key defaults, panel mirroring — and both generations were checked against the shipped binaries.

Careful: renodx-dlss and renodx-dlss5 are two different add-ons
  • renodx-dlss5 (Krish) is a neural add-on. It works with this project, as the alternative to Deep Fried Chicken above.
  • renodx-dlss (ShortFuse) replaces this project — it builds the DLSS request itself, so it neither needs nor tolerates the feeder. One or the other, never both.

3. OptiScaler: only the DLSS-NR fork, and Smooth Motion off on Vulkan

To switch it off for Vulkan alone and keep it everywhere else: in NVIDIA Profile Inspector, set Smooth Motion - Enabled APIs (0xB0CC0875) and clear the Vulkan bit — the value is a sum of 1 for DX12, 2 for DX11 and 4 for Vulkan, so 7 becomes 3.

Why Vulkan cannot work, and how to check whether Smooth Motion is on

Smooth Motion doubles your frame rate by inventing an extra frame between each pair of real ones. On Vulkan it does that inside the graphics driver — the very last step before the picture reaches your monitor, past anything ReShade or any add-on can touch.

This project does its work earlier, while the frame is still being built. So the frames the game really renders get neural rendering applied correctly, but the frames the driver invents are built from a copy taken before we ran, and carry none of it. Half the frames you see are processed and half are not. The log will happily report every frame delivered, because from the feeder's point of view they were.

We tried to close that gap and could not, which is why this is documented rather than fixed. Across five rebuilds on DOOM 2016 — a game that works perfectly with Smooth Motion off — we confirmed the feeder's work is correct and complete before the frame is handed over, that it can finish early enough, and that it can be made structurally identical to a normal game's frame. The invented frames still never carried our output. The driver simply does not read what we wrote. Full detail in PLAN-DETROIT.md.

The feeder cannot warn you about this on Vulkan. Its Smooth Motion check looks for a file the driver only loads for DirectX games, so a silent log does not mean Smooth Motion is off. To be certain, turn on Smooth Motion - Debug Bars (0xB01B8B02) in Profile Inspector and launch: coloured bars on screen mean it is running. (0.9.0 and newer also watch for the tell-tale extra frames and warn when they spot them, but the Debug Bars check is the reliable one.)

Profile Inspector setting ID Value
Smooth Motion - Enabled APIs 0xB0CC0875 bitfield, default 7: 1 DX12, 2 DX11, 4 Vulkan — clear only the bit for this game
Smooth Motion - Enable 0xB0D384C0 0 / 1, per application
Smooth Motion - Debug Bars 0xB01B8B02 draws coloured bars on generated frames — use it to check whether the bad frames are the generated ones
Smooth Motion on DirectX 11 / 12: what changed in 0.11.0-beta.2

It should work from 0.11.0-beta.2 on. Smooth Motion adds its own D3D11 device and an invisible proxy swapchain (InvisibleWindowClassNvPresent), and ReShade creates an effect runtime on each — ReShade.ini for one, ReShade2.ini for the other. Until beta.2 the feeder fed whichever runtime initialised last, which under Smooth Motion was routinely the one without your preset: the log looked healthy and nothing was neural (issue #1, Ghost Recon Breakpoint and AC Syndicate). It now tracks every runtime and feeds the one that actually renders DLSS5_Feed; dlss5-feed.log lists each runtime with its device and window class, and says which one is bound. Since 0.8.0 it is also thread-safe against Smooth Motion's extra Present calls.

If the picture still shows no effect with Smooth Motion on, post the log after a minute of play (not the first seconds) on #1, and say whether your other ReShade effects are visible.

Two other add-ons Smooth Motion is known to crash (neither is this one)

Both crash the game 1–2 s into boot with a null read on the present path, before the feeder feeds a frame. Found during a Metro 2033 Redux run.

  • Luma (Luma-Metro Redux.addon): reads GetCurrentBackBufferIndex() and passes it to GetBuffer(), which fails under Smooth Motion's flip-model wrapper; the null back buffer is then dereferenced. Fix offered upstream to Filoppi/Luma-Framework. Remove the Luma add-on to boot, or turn Smooth Motion off for that game.
  • NRStyle=2 (the RenoDX add-on's own setting, v4.6+, from its overlay panel): crashes at the next boot even without Luma. The feeder warns when it sees it; set NRStyle=0 in ReShade.ini's [RenoDX.DLSS5] section to recover.

4. What this project actually ships, and antivirus warnings

A release here contains exactly two files: DLSS5-Feeder-<version>.zip and AUTOMATIC_INSTALLATION_AVAILABLE.txt. Nothing else on the internet is a release of this project, whatever it is named.

Several third-party installers repackage this project (and ReShade, and the neural consumers) into their own downloads. That is fine and often convenient — but if Windows Defender flags a file under someone else's download folder, that file is theirs, not ours, and only they can get it cleared. Trojan:Win32/Kepavll!rfn on a shaders_*.zip under AppData\Local\<tool>\ is the common shape of this report; the path names the tool that downloaded it.

For a warning on a file that really came from this repository:

This project asks for no exclusion you have not been shown the reason for, and never disables your antivirus.

Contents

Status

Proven working in seven games covering every supported path:

Game Bitness / API Result
Metro 2033 Redux 64-bit D3D11 4K DLAA + NR, HDR backbuffer
Subnautica 64-bit D3D11 Contributor-verified: 4K DLAA + NR, Generic Depth clear-selection profile
The Lord of the Rings: War in the North – Legacy Edition 64-bit D3D12 4K, same-device path, 120 fps
Splinter Cell: Blacklist 32-bit D3D11 60 fps, cross-process host
BioShock Remastered 32-bit D3D11 (D3D9→D3D11 wrapper) 4K, Luma HDR
Fable Anniversary 32-bit D3D9 via dgVoodoo2 1440p, 60 fps
DOOM (2016) 64-bit Vulkan 4K, D3D12 evaluate via cross-API interop
Worms Ultimate Mayhem 32-bit OpenGL 4K, GL↔D3D12 interop + cross-process host, 0.13 ms/frame
Guild Wars Reforged 32-bit Vulkan via DXVK User-reported (#32): 3440x1440, 55 fps on an RTX 4070 (350+ without)
World of Warcraft 3.3.5a 32-bit Vulkan via DXVK User-reported (#15): 4K on an RTX 5080/5090; the working dxvk.conf is in the DXVK section
Star Wars: KOTOR 32-bit OpenGL User-reported (#31): RTX 2060, fixed in 0.9.0 (capped GL_EXTENSIONS string)
MX Bikes 64-bit OpenGL User-reported (#5): the in-process OpenGL path, confirmed working

In each, the DLSS 5 add-on reports feature 18 created … inline feature 18 evaluation succeeded, driven entirely by ReShade depth + estimated motion vectors.

It is not game-specific: any D3D11, D3D12, Vulkan or OpenGL game with a working ReShade depth buffer and a motion vector provider should work — 64-bit directly, 32-bit via a bundled 64-bit helper process, D3D9 via a wrapper.

Detroit: Become Human (Demo), 64-bit Vulkan — almost certainly the Smooth Motion case above. The picture holds stale frames while the log reports every frame delivered, which is exactly the signature described in the Smooth Motion warning. Enabling Smooth Motion in DOOM 2016 reproduces it in a game that otherwise works, and the feeder cannot detect Smooth Motion on Vulkan, so its silent log never ruled it out here. If you hit this: check "Smooth Motion - Debug Bars" (0xB01B8B02), and if the bars appear, turn Smooth Motion off for Vulkan. Eight further tests (DLSS/NGX, renodx NR, HDR and format detection, cross-API memory coherence, queue-family ownership) all came back clean — full investigation in PLAN-DETROIT.md.

32-bit Vulkan (DXVK) is implemented and user-confirmed — see the World of Warcraft 3.3.5a row above (issue #15). The transport is the same src/feed_vk.h the 64-bit Vulkan path uses, compiled x86, with the host creating the shared textures the way the OpenGL path already does; the cross-bitness half is proven end-to-end on this hardware by spike\spike-vkhost64.exe + spike\spike-vkclient32.exe. Treat it as untested in a real game until a row appears above. See PLAN-VULKAN32.md.

The OpenGL path is verified 32-bit-first, which is the harder of its two halves: Worms Ultimate Mayhem runs the full cross-process route — the host creates the shared textures (GL memory objects are import-only), the game imports them raw and answers on a shared D3D12 fence. The 64-bit in-process OpenGL path shares that same src/feed_gl.h transport, is proven b

DLSS5-Feeder (jlrouzies-fr/DLSS5-Feeder)

frame-generation
Searching Database…

What is this?DLSS5-Feeder lets NVIDIA's DLSS 5 neural-rendering add-on work in games that ship with no native DLSS support at all, across D3D11, D3D12, Vulkan, OpenGL, 32-bit builds and even DirectX 9/10 titles. It builds a synthetic DLSS DLAA request out of ReShade's depth buffer and estimated motion vectors, runs a genuine DLSS evaluate, lets the neural add-on hook into it, and copies the result back into the frame.
Is this a standalone app or does it just plug into ReShade?It is a ReShade effect-chain component plus a small cross-process helper for 32-bit and Vulkan titles — it does no rendering itself, it only manufactures the DLSS call the game never makes so a real neural add-on can act on it.
Do I also need a separate neural add-on like Deep Fried Chicken?Yes — DLSS5-Feeder only builds the DLSS request; a second add-on (Deep Fried Chicken, or the RenoDX renodx-dlss5 build) does the actual neural upscaling, and you must install exactly one of them, never both.
Does it work with NVIDIA Smooth Motion on Vulkan games?No — on Vulkan, Smooth Motion generates its extra frames inside the graphics driver, after this project's work is already done, so roughly half the displayed frames never get the neural pass; this can't be fixed, so Smooth Motion must stay off for Vulkan titles (it's fine on D3D11/D3D12).
Do I even need this, or should I just use renodx-dlss?Only reach for DLSS5-Feeder if your game is 32-bit, uses Vulkan, or is a DirectX 9 title that needs real motion-vector input; for 64-bit DirectX 9/11/12 games, ShortFuse's standalone renodx-dlss add-on is simpler and does the whole job without a feeder.
Does this need an NVIDIA RTX graphics card?DLSS 5's neural-rendering add-on requires NVIDIA's NGX runtime, which only runs on RTX GPUs; the project's own compatibility testing was measured on an RTX 5090.
What happens if two neural add-ons end up loaded at once?Deep Fried Chicken detects RenoDX's add-on or Alex's Toolkit loaded beside it and silently disables itself for the entire session, so exactly one neural add-on must always be installed.
Should I worry about fake download sites for this project?Yes — malicious sites have distributed ZIPs with names like 'DLSS5-Feeder-v0.7.0.zip'; the only official release is on this GitHub repo, and a genuine release always contains just the versioned ZIP plus an AUTOMATICINSTALLATIONAVAILABLE.txt file.
Can I use OptiScaler alongside this feeder?Only the OptiScalerDLSSNR fork is supported as a neural consumer; a stock OptiScaler intercepts the same NGX calls, upscales them itself, and never triggers a real neural pass even though the logs look fine.
How well-tested is this across actual games?The README reports it proven working on seven games covering every supported code path, including Metro 2033 Redux and Subnautica running at 4K with DLAA plus neural rendering enabled.
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