github jlrouzies-fr/DLSS5-Feeder v0.8.0-beta.1
0.8.0-beta.1 — 32-bit Vulkan (DXVK) test build

latest releases: v1.19.0, v1.18.0-beta.2, v1.18.0-beta.1...
pre-releaseone month ago

Test build for #15 — 32-bit Vulkan via DXVK. Pre-release: this has never run in a real game.

What is proven, and what is not

The cross-bitness interop underneath it is verified on real hardware (RTX 5090). A 64-bit D3D12 process creates a shared texture and two shared fences, a 32-bit Vulkan process imports all three, and data round-trips in both directions — spike-vkhost64.exe + spike-vkclient32.exe. All seven KHR interop extensions are present on the 32-bit ICD, and a D3D12 committed texture imports both with and without storage usage. That was the part that could have turned out to be impossible, and it is not.

Nothing above the transport has run in a game. Not DXVK's vkCreateDevice against the add-on's in-process hook, not ReShade x86 as a Vulkan layer, not the BGRA8 swapchain path. Treat this as a first attempt.

How it works

The texture-creation direction flips, exactly as it did for OpenGL: the host creates the shared set and duplicates the handles into the game, because D3D12 cannot open memory that Vulkan exported. src/feed_vk.h and src/feed_vk_hook.h are the 64-bit add-on's own headers, compiled x86; the D3D12 middle moves out to host64\.

Both halves must come from this release

The pipe protocol changed (v2 → v3), for FeedBuildAck::output_fmt — when the host owns the texture it owns the output format too, since only its D3D12 device can be asked whether this GPU does typed UAV stores to BGRA8, and DXVK swapchains are almost always BGRA8. Mixing these files with v0.7.0 will refuse to run and say so in the log.

Install

See READ-ME-FIRST.txt in the zip. Short version: ReShade 6.8+ with add-on support installed as a Vulkan layer (DXVK owns the dxgi.dll/d3d9.dll names), dlss5-feed.addon32 next to the exe, a full host64\ folder, and a motion-vector provider. renodx-dlss5.addon64 must be v4.55 — newer builds now overlap this project and conflict.

If dlss5-feed.log says the Vulkan interop entry points are missing, the fallback is layer-x86\run-with-feed-layer32.bat.

Also in this release

Alex's Toolkit detection in the 64-bit add-on and the host: they now report the active DLSS 5 pass count, and what a multi-pass cascade costs temporally.

Everything else is unchanged from v0.7.0. The 64-bit add-on is included for completeness only; it is not used on the 32-bit path.

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