github jlrouzies-fr/DLSS5-Feeder v0.15.0
0.15.0 - OptiScaler DLSS-NR, and six the tracker earned

one hour ago

There is a one-command installer — see AUTOMATIC_INSTALLATION_AVAILABLE.txt below, or tools/Install-DLSS5Feeder.ps1. It is the recommended way to install.

A stable release, and the first to carry OptiScaler DLSS-NR as a supported neural consumer. READ-ME-FIRST.txt inside the zip has the full detail on every item.

New: OptiScaler DLSS-NR as a third neural consumer

Alongside Deep Fried Chicken and Krish's renodx-dlss5 add-on, the OptiScaler_DLSSNR fork now works as a consumer of this feed. It installs as a proxy DLL the game already imports (winmm.dll), takes the feeder's DLSS call, upscales, then runs the neural pass; its menu is on Insert. 64-bit only, so a 32-bit game runs it inside host64\.

Two log checks prove it actually ran rather than merely being present: the SuperSampling requirements probe flips from min GPU architecture 0x160 (the driver answering) to 0x0 (OptiScaler answering), and nvngx_dlssnr.dll + nvngx.dll_dlssnr.dll appear after the first evaluate. Module presence alone cannot tell the upscaler backends apart — OptiScaler preloads nvngx_dlss.dll and libxess.dll whatever it builds. All three binaries now warn if two consumers are installed at once.

Two bugs that were disabling whole classes of game

No feature-level 10 game could ever build resources (64-bit). Reported as Metro Last Light Redux (#70) and never about that game: the 64-bit add-on compiled its blit and FSR 1 shaders at Shader Model 5, which a feature level 10_x device rejects outright. Every such game died at blit shader creation failed 0x80070057. The 32-bit twin has compiled the identical sources at _4_0 all along. If you have a feature level 10 game that has never worked, retry it.

Every work_resolution below 100% failed on an sRGB swapchain. Reported on Dying Light (#85). The staging copy was created in the backbuffer's exact ..._UNORM_SRGB format and then viewed as ..._UNORM; a D3D11 view must match its resource unless the resource is typeless, so that call could never succeed. Any D3D11 game with an sRGB swapchain was affected, in both add-ons.

Also fixed

  • #84 — the typed-UAV-store check only ever asked about B8G8R8A8, so an R10G10B10A2 swapchain reached NGX unchecked on hardware that cannot store to it and CreateFeature failed 0xBAD0000B.
  • #82 — on a non-NVIDIA card the helper printed the adapter name and then told the user it was not their GPU and to hunt for an injector. NGX is NVIDIA's runtime; that verdict now comes first and says so.
  • #86 — where D3D11 multithread protection cannot be enabled, the add-on used to keep driving the game's immediate context anyway. It now stops, with a reason, in the two cases where the race is real. This does not close #86 — the minidump is still wanted.
  • #83 — new opt-in host_gpu_priority (32-bit games, off by default) for periodic stalls the reporter had already cleared by hand with Process Lasso. Realtime GPU priority can starve the game it is meant to help.
  • #61 / #81 — the Agility SDK trap (0x887E0003 = D3D12_ERROR_INVALID_REDIST) is in the README at last, and the helper now explains the code as the add-on already did. The test that settles it: rename the game's D3D12 folder to D3D12_off and relaunch.
  • #75 — the installer's Discord download links expire roughly 24 hours after they are made, so it broke about a day after every release. They are pinned GitHub release assets now. RenoDX is the new default consumer because it is the one that can actually be fetched; Deep Fried Chicken has no public download, so choosing it prints its Discord invite, names the folder to drop the zip in, and waits.

Upgrading

32-bit games: take both dlss5-feed.addon32 and host64\dlss5-feed-host64.exe from this zip — the IPC protocol is v9 and both halves must match. Take Verify-DLSS5Feeder.ps1 too.

Check dlss5-feed.log line 1 to confirm the build: it will say dlss5-feed 0.15.0.

Everything in this release is reasoned from reporters' logs against the source — none of it reproduces on the development machine. Retests on the issues above are what actually close them.

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