Test build. Please try it and report back — this is asking for help, not announcing a feature.
It contains all of 0.8.0-beta.1 plus PR #18, and supersedes it. Built from branch beta/v0.8.0-beta.2, not from main — neither change has been merged, which is the point.
dlss5-feed.log line 1 will say dlss5-feed 0.8.0-beta.2 so you can confirm which build you are on.
1. Guide diagnostics + one-pass guides — PR #18, by @rubicoul
Anyone on 64-bit D3D11 or D3D12 can help here, and this is where testing is most useful.
dlss5-feed.log now reports every 600 frames what DLSS actually received, not just what was wired up:
MV probe (centre 64x64, frame N): mean |mv| ... M% non-zero
Depth probe (4x 32x32, frame N): min ... max ... mean ... variance ... M% finite
The depth line is new. It answers a question nothing else could: is your depth buffer really reaching DLSS, or has ReShade's Generic Depth latched onto a UI layer or an already-cleared buffer? A flat warning is diagnostic only — nothing gets disabled and no buffer gets guessed.
The shader now emits motion vectors, the trust mask and raw depth in one MRT pass instead of two. The values handed to DLSS are unchanged; this removes a redundant fullscreen pass. If your image changes at all, that is a bug — please say so. No FPS claim is being made: one pass is real work saved, but not measurable against frame-to-frame noise.
The depth debug view also got a display-only contrast curve, so reversed and far-heavy hardware depth is actually visible. DLSS5_Depth itself stays raw.
Use the DLSS5_Feed.fx from this zip for the one-pass change. The old shader still works with this add-on, so you can swap only the .fx if you want to isolate the two.
2. 32-bit Vulkan / DXVK — #15
Only relevant if you have a 32-bit game on DXVK. Nothing above the transport has run in a real game yet. The cross-bitness interop underneath is verified on hardware; everything above it is a first attempt. Install ReShade as a Vulkan layer (DXVK owns the dxgi/d3d9/d3d11 DLL names), and if the log says the Vulkan interop entry points are missing, try layer-x86\run-with-feed-layer32.bat. Full detail in the beta.1 notes.
Upgrading from 0.7.0
32-bit games only: the game↔helper pipe protocol changed in 0.8.0 (v2 → v3). The addon32 and the host64\ exe must both come from this zip; mixing with 0.7.0 will refuse to run and say so in the log. 64-bit games are unaffected. beta.1 and beta.2 are protocol-compatible with each other.
renodx-dlss5.addon64 must be v4.55 — newer builds now overlap this project and conflict.
Reporting
Guide diagnostics → PR #18 · 32-bit Vulkan → #15 · anything else → a new issue.
Worth including: game, resolution, API, and the MV probe / Depth probe lines from dlss5-feed.log.
READ-ME-FIRST.txt in the zip has the install layout and the list of files you have to source yourself (they are not redistributable).