github jlrouzies-fr/DLSS5-Feeder v0.12.0
0.12.0 - the helper's DLSS 5 panel inside the game (32-bit), FSR 1 expand-back

8 hours ago

It contains all of 0.11.0-beta.2 and the betas before it, and supersedes them. Built from branch v0.12.0.

dlss5-feed.log line 1 will say dlss5-feed 0.12.0 (dlss5-feed32 0.12.0 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. The helper protocol changed again (v5 → v7); mixed halves refuse to start and the log names the mismatch.


1. The helper's DLSS 5 panel, inside the game window (32-bit games)

The neural consumer's own tuning panel — Deep Fried Chicken's tab, or the RenoDX add-on's — is drawn by the 64-bit helper's ReShade over the helper's own window. Reaching it meant alt-tabbing, which some games do not survive, and the settings mirror on the feeder's overlay page had to restart the helper to apply anything, so no change was ever seen live.

Now the panel comes to you. On the feeder's overlay page (ReShade overlay → Add-ons → DLSS 5 Feed):

  • Show the DLSS 5 panel in-game draws the helper's panel at the top right of the game window, as a live thumbnail composed by Windows. Windowed or borderless games, any client API.
  • Show as texture draws the same panel through the game's own ReShade from a shared copy of the helper's frame, so it also works in exclusive fullscreen. It appears once the feed has built.

Click, scroll and type in it: changes apply live, nothing restarts. While the panel is shown the mouse and keyboard belong to it: Escape away from the panel hides it, Alt+F4 hides it and closes the game as usual, and the X in the panel's corner always closes it. Set key binds a key that shows and hides it; Panel size scales it from 25 to 300 % of the fit. host_window=1 in dlss5-feed.cfg brings the separate helper window back if you prefer it.

32-bit-overlay-ingame

Two helper fixes came out of this. It never saved its ReShade.ini before — ReShade only writes it when its runtime is torn down, and the helper exited around a live swapchain — so any layout you arranged in that window was lost on every restart; it is kept now. And the helper terminates itself once that save is done, so it can no longer outlive its game.

2. Work resolution: FSR 1 expand-back (#34)

Below 100 % Work resolution, the way back to native was a bilinear stretch. FSR 1 expand-back (EASU + RCAS) on the overlay replaces it with AMD FSR 1 spatial upscaling plus sharpening (Sharpness slider): much crisper at 50–75 %. It is a better filter for the cost knob, not DLSS Quality — the result can never exceed the native frame the game rendered, for the reasons in the 0.11.0-beta.2 notes. (A DLSS Super Resolution experiment on synthetic jitter is in the cfg as work_upscale=2; it costs as much as native and shimmers, so it stays off the overlay.)

3. Smaller

The helper drains the GPU before a rebuild tears the feature down, and exits cleanly on device removal. One crash dump per process instead of one per fault. The 32-bit log survives ReShade loading the add-on a second time in the same process (a second OpenGL context at exit does that).


What is verified, and what is not

On this machine: Fable Anniversary (32-bit D3D9 via dgVoodoo2, D3D11 client) — both panel modes, clicks, keys, size, close, layout persistence. Castlevania: Lords of Shadow (32-bit D3D9 via DXVK → Vulkan, ReShade's 32-bit Vulkan layer) — the first real-game run of the 32-bit Vulkan path, texture mode; 3840x2160 at ~58 fps. WormsXHD (32-bit OpenGL) — both modes draw; the texture mode's orientation fix has not been re-checked yet. Metro 2033 Redux (64-bit D3D11) — the FSR 1 expand-back.

Not verified: the in-game panel with the RenoDX add-on as consumer (the helper side is identical), and 32-bit DXVK on a real Vulkan-native game. Under 32-bit DXVK the present probe line reports 0 presents; that counter is a diagnostic only, the feed runs.

Please run Verify-DLSS5Feeder.ps1 next to your game exe and paste its output in any issue, with dlss5-feed.log and ReShade.log from the same run (plus host64\ logs for 32-bit games).

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