Test build. Please try it and report back — this is asking for help, not announcing a feature.
It contains all of 0.10.0-beta.1 and supersedes it. Built from branch fixesBatch.
dlss5-feed.log line 1 will say dlss5-feed 0.10.0-beta.2 (dlss5-feed32 0.10.0-beta.2 on 32-bit) so you can confirm which build you are on.
⚠️ 32-bit games: the add-on ↔ helper protocol changed (v3 → v4). Old and new halves refuse to run together (the log names the mismatch). Take both
dlss5-feed.addon32andhost64\dlss5-feed-host64.exefrom this zip.
1. Feature-create resilience — new in beta.2, #4 / #14 / #16 / #25
Until now a DLSS feature create that failed (0xBAD00010 on Dark Souls 3) or crashed (caught 0xC0000005 on GTA V Enhanced, and on Koikatsu after an alt-tab) was retried on the very next frame with identical parameters, then stopped the feed permanently. Now:
- each retry waits a full hook-arming grace (
create_delay), not one frame; - before the second retry, NGX itself is shut down and re-initialised — the recovery the 32-bit helper has shipped since 0.5, finally ported to the add-on;
- only the third failure gives up, and the log says exactly why;
- on the D3D11 path the shared textures and the live DLSS feature now survive alt-tabs and effect reloads: a ReShade runtime recreation re-creates only the feature, and keeps the old one working if the new create fails or crashes. Aimed squarely at the Koikatsu alt-tab crash (#25).
When a create still fails with two copies of the NGX module loaded (game-local nvngx_dlss.dll + the driver's own), the log now says so and names the workaround (remove the game-local copy, or move to a renodx-dlss5 v4.7 build).
2. Device-removed detection + longer D3D12 hold — #16
On a native D3D12 game with a classic (pre-v4.5) renodx-dlss5 build, the first feature build now waits at least 300 frames instead of 60 — Starfield lost its device at 60 and survived at 600. And when a device is removed, the feed stops within ~250 ms naming the removal reason, instead of freezing the game ~6 seconds and reporting generic "repeated failures".
3. 32-bit games that blocked the helper — the vanilla-WoW report
Some game processes carry a protective DACL (anti-cheat/DRM) that made the helper's OpenProcess fail with error 5 and killed the session as an unexplained "build exchange failed". The add-on now hands the helper a process handle directly (this is the v4 protocol change), which needs no permission from the game process at all. If host64\dlss5-feed-host.log said OpenProcess failed 5, this build is for you.
4. Quieter, smarter reload handling — the Space Engineers logs
Games and add-ons can reload ReShade effects in bursts. The feed no longer spams "DLSS5_Feed.fx is not loaded" on every burst once the effect has been seen, and it discards the DLSS temporal history after each reload so the zero motion vectors a recompiling provider emits are not smeared forward.
5. OpenGL diagnostics — #31 (KOTOR)
If the interop gate fails, the log now names the exact entry point that did not resolve next to the extension verdict. KOTOR itself is expected to be fixed already by the live probe from 0.9.0-beta.1 (the report was on 0.7.0) — please retest and post the extension query: line from dlss5-feed.log.
6. Everything from 0.10.0-beta.1, still on trial
The 32-bit performance pass (#15), Vulkan external-frame-pacer detection and the Smooth Motion verdict (#1/#10), Vulkan ownership transfers, DLSS 5 add-on v4.6/v4.7 support (#27), the OpenGL capped-extension probe (#29), and the guide diagnostics (#18). The 0.10.0-beta.1 notes apply here verbatim.
Known not working: Detroit: Become Human (Demo), 64-bit Vulkan
Displayed image freezes on stale content — believed to be NVIDIA Smooth Motion, which the feeder cannot detect on Vulkan. If you run this title, check "Smooth Motion - Debug Bars" (0xB01B8B02) in NVIDIA Profile Inspector and report on #13.
Upgrading
From 0.10.0-beta.1 or any 0.8/0.9 beta: replace the files. For 32-bit games both halves (addon32 + host64\) must come from this zip — the protocol moved to v4 and mixed halves refuse to start.
Reporting
Feature-create failures/crashes on D3D11 or D3D12 → #4 / #14 / #16 / #25 (whichever matches), saying it is 0.10.0-beta.2, with dlss5-feed.log · KOTOR/OpenGL → #31 with the extension query: line · a helper that died at startup → a new issue with both dlss5-feed.log and host64\dlss5-feed-host.log · 32-bit performance → #15 · Smooth Motion on D3D11/D3D12 → #1 · anything else → a new issue.
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