github Kizzuwatnaa/DLSS5-Autopilot v2.0.0
DLSS 5 Autopilot v2.0.0

9 hours ago

DLSS 5 Autopilot 2.0.0

A new window, and a tool that keeps an eye on the games it set up. When
one closes, it reads the logs itself and tells you what happened, and if
another route could fix it, it offers that route. 1.9.1 was never
released; its fixes are in here too.

Updating from 1.9.0 with update now downloads the new build, checks its
SHA-256 against the SHA256SUMS.txt published with the release, and offers
a one-click restart. Your settings, library, hidden games and profiles
carry over.

The window

  • A library of covers. Every game shows its library art: Steam's own,
    Epic's catalog art, an Xbox game's own logo, or Steam's store art found by
    the game's name for Ubisoft, EA, GOG and folder games. That lookup sends
    the game's name to Steam's store, so the library asks once before it does
    it, and view -> look up covers online switches it off again.
    Right-click a game to pick
    your own cover, background or logo. A game with no art shows its
    executable's icon. Under each cover is one status line:
    installed, working, needs a look, update, anti-cheat, or - on a game not
    installed yet - how many of the people who shared a result it worked for. Tabs above the grid filter it
    to installed, working, needs a look and update. view sorts it (name,
    store, graphics api, route, status), narrows it to 32- or 64-bit, and
    shows hidden games again. Type anywhere to search. The arrow keys and
    Enter work, and so do Shift+F10 or the Menu key for a game's right-click
    menu.
  • One page per game. The game's own art, what was read from it
    (graphics API, 32/64-bit, store, route), and the buttons for where it
    stands: install or autopilot before anything is in,
    play and did it work? after, update (n) when parts have moved
    on. The last answer stays on the page, with share the result,
    report a bug and the steps behind it.
  • Settings in place. settings opens the game's choices on its
    page, grouped as setup, picture and extras, and shows only what the
    chosen route reads. 1.9.0 showed controls that some routes ignore:
    frame generation outside OptiScaler, the work area where no add-on
    reads it. Settings a route does not read are no longer shown, and they
    are not sent to the install either. nvngx_dlss has an auto now,
    like every other build choice.
  • The log is a drawer at the bottom. Drag its edge for more room, or
    pop out for a window of its own. It fills whether it is open or not.
  • Dialogs are part of the window instead of Windows message boxes, and
    every menu or panel closes on a click outside it, on Esc, or on a second
    click on what opened it. Esc closes what is open and then goes back,
    Backspace goes back, Ctrl+H goes to games.
  • The window is drawn for the display's scaling, from 100 % to 350 %, with
    a dark title bar.
  • report a bug works from the help menu with no game picked, which
    crashed in 1.9.0. Its first question answers to Ctrl+1/2/3, and Ctrl+Enter
    opens the report.

New

The watcher. While the tool is open it watches the games it installed
into. It reads which DLLs a game loaded while it runs, and when the game
closes, it reads the logs and shows the answer, so did it work? no longer
has to be pressed. Switch it off, or keep it running, behind the eye at the
bottom left (watching / watch off):

  • keep watching in the tray when the window is closed (off by
    default) leaves an icon in the notification area when you close the
    window, and the answers arrive as Windows notifications. stop watching
    and quit
    on the icon ends it.

The next route, from the evidence. Some answers mean this route cannot
work in this game, and another one might: nothing of ours loaded, the game
refused the hook, the add-on loaded and the feed never got going, the
add-on crashed, the model refused. When a watched game closes with one of
those, the answer offers try route: the next route this game is
offered that has not been tried yet (from the tray, the notification names
it and the window offers it when you open it). Pressing it installs that route and
tests it the way autopilot does. It works the same whether the game was set
up by autopilot or by hand. Experimental.

What others found, up front. A game with shared results says so on its
cover while it is not installed (how many they worked for) and on its page
(how each route did).

The dlss page. A page on the left for NVIDIA's own DLSS files (super
resolution, frame generation, ray reconstruction): every 64-bit game in the
library that ships them, the version each one has against NVIDIA's newest,
and update / update all / restore original - for games DLSS 5
was never installed into too. The game's own files stay beside the new
ones, and uninstalling DLSS 5 leaves a DLSS update in place. A running game
is refused until it is closed, and a game with an anti-cheat asks first. A
game's page says when its DLSS is behind, with an update beside it.

Asked for

  • play starts the game the tool set up and watches the run, so did it
    work?
    has something to read. It never starts a game with anti-cheat in
    its folder, never a launcher, and never a second copy of a game already
    running (#241).
  • A bigger log: the drawer's edge drags, the height is remembered, and
    pop out gives it a window of its own (#234).
  • Sort and hide games: view sorts; right-click a game to hide it,
    and view shows hidden games again (#201).
  • overlay key offers Pause and Scroll Lock as well, for a keyboard with
    no navigation cluster, and warns when F10 is picked on the standalone
    route, where F10 is the add-on's own before/after key (#214).

Fixed

  • "Vanguard" in a single-player game (#187). Anti-cheat markers matched
    inside other names, so an asset folder in Rise of the Tomb Raider read
    as Riot Vanguard. A marker now has to be a whole word of a file or folder
    name, and every anti-cheat warning names the file it rests on.
  • Another tool's DLSS file made a DirectX 11 game read as DX12 (#250).
    A DLSS swapper had left nvngx_dlss.dll beside Batman: Arkham Knight,
    and the tool took it for the game's own and offered routes that need a
    DLSS call the game never makes. With another DLSS tool's add-on or
    wrapper in the folder, its NGX files no longer count as the game's. The
    diagnosis also names that other hook in the verdict itself, not in a
    warning under it.
  • A crash from an earlier launch was blamed on this session (#250).
    Windows' crash record was matched to the session by a five-minute window
    around the logs, and a crash 21 seconds before ReShade started counted.
    The session now starts at ReShade's own first line.
  • The 64-bit helper losing its device is named (#252). On a 32-bit
    game, DLSS runs in the helper in host64\. When that helper's Direct3D 12
    device is removed, the picture freezes while the game keeps sending
    frames. The report now includes the helper's log, and the diagnosis says
    what happened and suggests another 'dlss5 add-on' build.
  • The bridge on a game without DLSS never built its substitute
    contract.
    The install wrote the delay (synth_after=3) and not the
    switch (synth=1), which dlss5-bridge's own documentation says is what
    allows it. Both are written now, and the diagnosis reads the switch.
  • A failed OptiScaler install recorded the wrong proxy name, so the
    next install or update could put OptiScaler under a name the first one
    had avoided because it was taken.
  • neural-upstream reports lost the add-on's own lines. The report kept
    only ReShade's warnings and errors, and neural-upstream writes its whole
    run under [NRPRE] without either. The newest line of each kind the
    diagnosis reads now stays in.
  • The driver version is the one installed now (#242). It was read from
    the first NVIDIA entry in the registry, which keeps entries for cards and
    drivers a PC had before: a PC on 616.92 was read as 581.80 and told to
    update. The version now comes from the driver's own files.
  • Rockstar Games Social Club is no longer listed as a game.
  • wilsjo2's OptiScaler fork: the standard package, not the RTX 40 MFG
    unlock (#196, #231).
    Since v0.8.3 the fork publishes two zips per
    release, and the optional rtx40-mfg one came first, so every card got
    it; #231 reported frame generation broken with it on an RTX 50 card. The
    tool installs OptiScaler-NR-<version>.zip, as the fork's own notes
    recommend, and caches the two zips under different names. If you have
    installed wilsjo2's fork, install again - the library marks it. If you
    were on that fork for the unlock rather than for its multipass, pick
    y4my4my4m's fork in optiscaler build, which has an unlock of its own.
    A D3D12 or Vulkan game that has DLSS Frame Generation of its own can use
    multi-frame generation 3x/4x (RTX 40) instead, on the ReShade routes (not
    on OptiScaler or RTX Remix).
  • "Loaded from somewhere else" was a false alarm (#232, #238).
    ReShade's dxgi.dll loads Windows' own dxgi.dll, so both are in every
    working game where ours is dxgi.dll, and 1.9.0 reported that as another
    copy taking ours' place. On a 32-bit game it also counted the 64-bit
    helper's files in host64\ as files the game should load. Neither is
    reported any more, records the watcher already wrote are read with the
    same rule, and "not loaded" lists only what the game has to load: the
    proxy (DXVK's DLLs on a DXVK install), the add-ons and
    nvngx_dlssnr.dll.
  • Turning off "keep the game's own nvngx_dlss" swaps the DLSS the game
    really loads (#225).
    Unreal games keep nvngx_dlss.dll under
    Plugins\...\ThirdParty, and 1.9.0 only looked beside the executable; on
    the OptiScaler route it did not replace the file at all. On a 64-bit game
    it is now replaced where the game keeps it, the original is backed up
    beside it and comes back on uninstall, and what will happen? lists it
    under 'will back up'. Built from the report and the game's layout; Ready or Not has not
    been run here, so please say whether the overlay shows the build you
    picked.
  • A game shipped as both a 32-bit and a 64-bit executable is set up for
    the 64-bit one (#190).
    Subnautica.exe beside Subnautica32.exe picked the
    32-bit file and then called it DX12 from files only the 64-bit build can
    load. Subnautica has not been run here; please say whether it picks
    Subnautica.exe by itself.
  • Source-engine DX9 games get DXVK where the engine loads it (#224).
    Half-Life 2 and its siblings load d3d9.dll through
    bin\shaderapidx9.dll, so a copy beside hl2.exe was never used. It now
    goes into bin (or bin\win64 for a 64-bit build), is backed up and
    removed like any other file, and the diagnosis looks for it there. No
    Source game has been run here; please say whether it lands there by
    itself.
  • When the watcher saw the game running, the diagnosis no longer also says
    the game has not been started since the install.
  • An install that crashed inside a download or an archive step is
    diagnosed as a crashed install, as long as the traceback still names one
    of this tool's own files.
  • A folder whose install record is gone is read as the route its files
    belong to - the upstream, renodx-dlss and native routes included -
    instead of as the feeder.
  • On the feeder route, the milliseconds are everything that grows with the
    work area - the model and the feed together - not the model alone. The
    shared result, the cost table and the frame-rate advice all say so.

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