github jlrouzies-fr/DLSS5-Feeder v0.11.0-beta.1
0.11.0-beta.1 - public test build: Deep Fried Chicken interop, installation verifier

19 days ago

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.2 and supersedes it. Built from branch release/0.11.0-beta.1.

dlss5-feed.log line 1 will say dlss5-feed 0.11.0-beta.1 (dlss5-feed32 0.11.0-beta.1 on 32-bit) so you can confirm which build you are on.

⚠️ 32-bit games: take both dlss5-feed.addon32 and host64\dlss5-feed-host64.exe from this zip. Mixed halves refuse to start and the log names the mismatch.


1. Deep Fried Chicken is now the recommended neural consumer

Alexander's Deep Fried Chicken (1.4.0-alpha and newer; 1.4.4-alpha is current) replaces Krish's renodx-dlss5.addon64 as the add-on that does the neural rendering on top of the contract this feeder manufactures. From 1.4.0 it negotiates with the feeder over a small public ABI instead of colliding with it: the feeder marks every DLSS create and evaluate with four DFC.Feeder.* parameters and reads Chicken's exported arming state back (src/feed_dfc.h; the request that produced the ABI is FEEDBACK-DFC.md). Nothing to configure on the feeder side.

Get it from its Discord. Its three files (deep-fried-chicken.addon64, deep-fried-chicken-nvngx.dll, deep-fried-chicken.cfg) go where renodx-dlss5.addon64 used to go — next to a 64-bit game exe, or in host64\ for a 32-bit game. You still supply nvngx_dlssnr.dll and nvngx_dlss.dll.

Exactly one neural consumer. With renodx-dlss5.addon64, renodx-dlss.addon64 or alexs-toolkit.addon64 loaded alongside it, Chicken stays inert for the whole process; the feeder now warns about that in its log and in red in the overlay. renodx-dlss5 remains fully supported as the alternative — the README has both paths.

Verified here: DOOM (2016), 64-bit Vulkan in-process — Chicken armed, 1200+ neural frames, zero failures; and Fable Anniversary, 32-bit D3D9 via dgVoodoo2 through the x64 helper. Everything else is source-contract compatible per its author but not yet game-validated — please report which games it works in.

One behaviour to know about. Chicken arms its NGX hooks several seconds after it loads, and it never adopts a DLSS feature it did not see created. The feeder now watches its exported state and re-creates the feature once, the moment Chicken reads ARMED. The log line warm-up: re-creating the feature once (Deep Fried Chicken armed its NGX detours after our first create) is expected, not a fault. Without that re-create you get plain DLAA and an idle Chicken — which is exactly what the first internal build did.

2. Installation verifier — Verify-DLSS5Feeder.ps1, in the zip

Copy it next to your game exe and run it (right-click ▸ Run with PowerShell, or powershell -ExecutionPolicy Bypass -File .\Verify-DLSS5Feeder.ps1). It is read-only. It reports the game's bitness and API, the ReShade version against the 6.8 floor, the feeder and helper versions and whether they match, which neural consumer is installed and whether it is in the right folder, the NVIDIA runtimes, the stale-d3dcompiler_47.dll trap, the GPU, the motion-vector provider setting, and a digest of the logs including whether Chicken accepted the interop marker. Every failure comes with its fix. Please paste its output in any issue you open.

3. 32-bit helper window

Twice as large by default (1920x1080, capped to your screen). ReShade's overlay opens by itself a moment after the window appears, and its tab column takes almost the whole width, so Chicken's panel is in view without a keypress. A layout you dragged into shape yourself is left alone.

4. 32-bit overlay page

When Chicken is the consumer in host64\, the page no longer mirrors the RenoDX settings (Chicken does not read them). It shows Chicken's version, and its arm / enabled / pass count / work scale read-only, and points you at the helper window for the rest.

5. Everything from 0.10.0-beta.2, still on trial

Feature-create resilience (#4 / #14 / #16 / #25), device-removed detection, the v4 helper protocol for DACL-protected games, quieter reload handling, OpenGL diagnostics (#31), the 32-bit performance pass (#15), Vulkan frame-pacer detection (#1 / #10) and DLSS 5 add-on v4.6/v4.7 support (#27). The 0.10.0-beta.2 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. Check "Smooth Motion - Debug Bars" (0xB01B8B02) and report on #13.

Chicken + Frame Generation is not claimed to work by its author (a live test gave a black screen). Chicken on 32-bit Vulkan (DXVK) is untested.

Upgrading

From any 0.8/0.9/0.10 beta: replace the files; for 32-bit games both halves must come from this zip. To switch to Chicken, remove renodx-dlss5.addon64 (and alexs-toolkit.addon64 if present) from wherever the consumer lives, drop Chicken's three files there, and fully restart. Chicken 1.4.4 adds itself to ReShade's LoadFromDllMain on its first armed run and asks for one more restart; that is normal.

Reporting

Deep Fried Chicken results, good or bad → a new issue titled with the game, with dlss5-feed.log, deep-fried-chicken.log and ReShade.log from the same run (plus host64\dlss5-feed-host.log and host64\ReShade.log for 32-bit), and the verifier script's output · everything else → the issue numbers above, or a new issue.

🤖 Generated with Claude Code

https://claude.ai/code/session_019429EdVxWQrzmxB5qWfsse

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