github Kizzuwatnaa/DLSS5-Autopilot v1.7.0
DLSS 5 Autopilot v1.7.0

latest releases: v2.0.8, v2.0.7, v2.0.6...
24 days ago

Anything on your screen through DLSS 5, frame generation on every card, Direct3D 10

Your screen, your browser, any window

The video player card gets a screen row. Pick a monitor or a window and
what is there plays through DLSS 5 in the player, about half a second
behind: YouTube or Twitch in the browser, an emulator, a video call, a game
nothing should be injected into. The desktop is captured with the Desktop
Duplication API on the GPU and encoded by NVENC. Nothing is injected into
the source.

Frame generation

  • Any RTX card, 2x - on the optiscaler route (D3D12) a new switch turns
    on AMD's FSR 3.1 frame generation from the libraries OptiScaler already
    ships: the upscaler OptiScaler runs is the input, FSR FG the output. Three
    keys in OptiScaler.ini, nothing extra to download. Turn the game's own
    frame generation off; expect some latency.
  • RTX 40, 3x/4x - on the ReShade routes (D3D12 and Vulkan), for games
    that already ship DLSS Frame Generation, a second switch places dashdogy's
    RTX40MFG-Unlock with Ultimate ASI Loader under a proxy name the
    executable really imports (dinput8.dll, or version.dll when a
    REFramework already holds the first). The multiplier is chosen in
    ReShade's DLSS MFG tab. Offered only on an RTX 40 and only when
    nvngx_dlssg.dll / sl.dlss_g.dll is in the folder. Research software;
    the loader's own ini is merged, not replaced, and the file it displaces
    is backed up.

Direct3D 10

DLSS5-Feeder 0.13.1 reaches D3D10 through a private D3D11 relay device
inside the game. The tool no longer refuses these games: the feeder route
is offered, and an older feeder build picked by hand is refused with the
build number that works.

OpenGL

Two findings from perseval-BLR,
who verified DLSS 5 on six OpenGL games (OpenMW, ioquake3, Serious Sam,
Jedi Academy, Riddick, DOOM 3 BFG):

  • renodx-dlss5 4.70 stalls after four frames under OpenGL (its fenced
    workset pool never recycles there). OpenGL games are pinned to 4.60.
  • LumeniteFX reads 0 % motion under OpenGL. Motion vectors for OpenGL
    games come from VORT Motion (optical flow), which the tool installs
    and puts above the feed in the preset. VORT can also be chosen on any
    other API.

The Quake III (GOG loads opengl32.dll from System32 - use ioquake3) and
OpenMW notes are shown under the route card before INSTALL.

NVIDIA driver 616.64 and newer: renodx-dlss5 pinned to 4.55

The DLSS 5 launch drivers (616.64, 616.86) route NGX feature 18 into
nvngx_dlssnr.dll itself, and the renodx-dlss5 4.6/4.7 add-on faults on
every evaluate there - the game keeps rendering and no neural frame ever
arrives. The feeder's author measured
it on an RTX 5090 (DLSS5-Feeder #54): 4.7 passes 0 of 300 evaluates on
616.64, 4.55 passes 300 of 300 on the same driver. On these drivers the
tool installs 4.55 on every route that uses the add-on and says so in the log;
did it work? names the fault when it sees the helper's stack
(D3D12Core.dll <- nvngx_dlssnr.dll <- _nvngx.dll <- renodx-dlss5). The
bridge route works around it in memory since dlss5-bridge 1.4.9. If you
installed with 1.6.x on one of these drivers, install again.

From the first two days of reports

  • Removable drives are skipped by the folder scan; a USB drive holding a
    backup copy got the install instead of the real game (#18).
  • scan library at start can be switched off on the games page; rescan
    and choose folder work on demand. A folder chosen while a scan was
    still running no longer vanishes when the scan finishes (#18).
  • A game picked through a bin / Win64 / Binaries folder is named after
    the game's own folder, not "bin" (#17).
  • The diagnosis lists each loaded add-on once, not once per launch (#22),
    and a Vulkan-layer install that has not produced a log is told to check
    the renderer setting instead of a proxy DLL name (#16, #19).
  • The feeder's own 0xE06D7363 crash in the D3D12 evaluate (#17) is fixed
    upstream in DLSS5-Feeder 0.14.0-beta.2; the newest release is what a
    fresh install picks.

Bug reports

The report body starts with Did the game start? - yes / no / it closed
itself - so a game that never launched is a report too, and sorts apart
from one that launched and did nothing (#15). On the feeder route the file
list includes DLSS5_Feed.fx and the provider's shader (#13).

Code signing

The release workflow carries a signing step through the
SignPath Foundation. It runs once the project is
enrolled and is skipped until then; this release is unsigned. The README
has the Code signing policy section the foundation requires.

Updater

The self-updater accepts both release layouts: the single .exe, and an
.exe with an _internal folder beside it. For the folder layout the
swap copies the folder (the install may be on another drive than the
download), keeps the previous one as _internal.old, and rolls back if
the copy fails. This release still ships the single file.

Route descriptions

Each route has a one-line label and a short description of what it does,
what it needs and what it costs. The bridge's description no longer calls
it unmaintained; dlss5-bridge is actively released.

Also

  • Per-executable notes under the route card (Quake III, OpenMW).

Don't miss a new DLSS5-Autopilot release

NewReleases is sending notifications on new releases.