⚠️ iMMERSE LaunchPad is no longer required or supported
DLSS5_Feed.fx no longer #includes or calls into LaunchPad — that requirement is gone. The
shader now reads exactly one interface, the community-standard texMotionVectors texture, so any
provider that writes it works. Use ReshadeMotionEstimation
by Jakob Wapenhensch (CC BY-NC 4.0) instead — enable its DRME technique above
DLSS 5 Feed in the effect list, same as LaunchPad was placed before. qUINT_motionvectors and
other texMotionVectors providers work too.
If you're updating an existing install: remove MartysMods_LAUNCHPAD.fx and the MartysMods\
folder (no longer read), install ReshadeMotionEstimation instead, and swap which technique is
enabled above DLSS 5 Feed. DLSS5_Feed.fx itself must be replaced with this release's copy.
Every earlier release's DLSS5_Feed.fx asset has also been updated in place to this LaunchPad-free
version.
Vulkan support — DLSS 5 neural rendering now reaches Vulkan games (proven in DOOM 2016). The DLSS 5 add-on only hooks D3D12, so the evaluate still runs on a private D3D12 device; the transport imports the shared D3D12 fences/textures into the game's Vulkan device with raw external-memory/semaphore calls, then wraps them back into ReShade's own fence handles so queue signal/wait stay inside ReShade's locks. No system-wide Vulkan layer needed.
Stability
- Fixed a hang on quitting Vulkan/D3D12 games: NGX calls after the game's device starts tearing down (which the DLSS 5 add-on also does at that moment) could throw on a foreign thread and wedge the exit. The add-on now never calls back into NGX once the device or process is dying.
- Detects the installed
renodx-dlss5.addon64version: newer ("v45+") builds rescan every present and adopt missed features lazily, so the warm-up re-create is skipped automatically, andEnableHooks=2(NGX-only) is written if unset. - New
presetconfig key: a DLSS render-preset hint (E/F legacy CNN presets clamp history harder; J/K are the transformer presets) — useful against warping around transparents like dust or flames.
32-bit games: tune the DLSS 5 host's neural-rendering settings directly from the game's own ReShade panel (a new "DLSS 5 host settings" group in DLSS5_Feed.fx) — no more switching to the separate helper window for routine tuning.
Full install steps, per-API details and troubleshooting are in the README.