github faisalkindi/DLSS5oneclick v0.13.10
v0.13.10 — a faulting DLSS feature create is explained, with its stack

one hour ago

A DLSS feature create that faults inside the driver is now explained instead of ending in silence. (#76)

@0batsy's Elden Ring, now past the Proton compiler wall from #70: the effects compile, the feed opens a same-device D3D12 session, and then

CreateFeature raised 0xC0000005 (reading address 00000000575284C0)
fault stack: d3d12core.dll <- dxgi.dll <- nvapi64.dll <- nvngx_dlss.dll
             <- renodx-dlss5.addon64 <- _nvngx.dll <- dlss5-feed.addon64

The feed catches it and stops for good, which is the right call — the neural consumer's own code was on the faulting stack, so its locks were skipped by the unwind and calling back in would take the game down with it. From the player's side, the game simply runs and nothing happens.

Diagnose now recognises that line, quotes the fault stack, and carries the log's own hint: two copies of the DLSS NGX module are loaded — the game-local nvngx_dlss.dll and the driver's _nvngx.dll — and the add-on hooks both. Along with the one test worth doing: move nvngx_dlss.dll aside to nvngx_dlss.dll.off and start the game again without re-running Install, which would put it back.


Note on release pace: from here, releases are batched — at most one every six hours, with everything since the last one in a single set of notes. Fixes still land as they are found; they just stop arriving as fifteen separate downloads in an evening. Anything that breaks installs outright still ships immediately.

SHA-256 of dlss5oneclick.exe: 5f79f76e18ca57493297fb2155b625abfb102a18edc82429bcd73ea8908071d6

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