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.2 plus support for the v4.6 build of renodx-dlss5.addon64, and supersedes it. Built from branch beta/v0.8.0-beta.3 — PR #18 still rides along unmerged, which is the point.
dlss5-feed.log line 1 will say dlss5-feed 0.8.0-beta.3 so you can confirm which build you are on.
1. DLSS 5 add-on v4.6 support — #27 — new in beta.3
Anyone on any API can help here, and this is what beta.3 exists for.
The RenoDX Discord now distributes a v4.6 build of the DLSS 5 neural-rendering add-on. The README pins v4.55 because newer builds were reported to conflict — but static analysis of the v4.6 binary found no remaining structural conflict with the contract this feeder publishes, so this build adds support instead of a taller fence:
- Detects v4.6 (
NRToggleKeymarker in the binary) and keeps the lazy-adoption engine path — no warm-up re-create.dlss5-feed.logsaysv4.6+ … engine, and the overlay shows the generation. - Writes safe
[RenoDX.DLSS5]defaults when unset:NeuralUplift=1,NREnableUpscaling=0,EnableHooks=2. Upscaling stays off because it can never engage — this feeder always publishes a 1:1 DLAA contract — and v4.6 pairs its WIP upscaling path with a rejection latch that would park NR on the native path for the whole run. Anything you set yourself is left alone. - Unbinds v4.6's new global hotkeys inside
host64(32-bit games): they are polled withGetAsyncKeyState, so a gameplay F5 — a quicksave in half the world's games — would silently fire GPU-readback screenshots, or toggle NR off, inside a background process with no visible feedback.
Older add-on builds are untouched: every guard is keyed to a marker only the newer builds carry, or writes a config key older builds never read. Working v4.55 setups lose nothing by staying put.
To test: swap in the v4.6 renodx-dlss5.addon64 (game folder for 64-bit, host64\ for 32-bit) and play. Good signs: the add-on's overlay reaches ACTIVE - NR INJECTED and ReShade.log shows inline feature 18 evaluation succeeded. Report either way in #27 — the two things analysis could not verify are v4.6's new binding-state tracker arming against this feeder's command list, and its per-feature failure latch across feature rebuilds.
2. Guide diagnostics + one-pass guides — PR #18, by @rubicoul
Unchanged from beta.2 — MV probe / Depth probe lines in dlss5-feed.log every 600 frames, and the shader emits motion vectors, trust mask and raw depth in one MRT pass instead of two. If your image changes at all, that is a bug — please say so. Details in the beta.2 notes.
3. 32-bit Vulkan / DXVK — #15
Unchanged from beta.1/beta.2, still unproven in a real game. Full picture in the beta.1 notes.
Upgrading
32-bit games only: the game↔helper pipe protocol is v3, as in all 0.8.0 betas — addon32 and the host64\ exe must both come from a 0.8.0 zip; mixing with 0.7.0 refuses to run and says so in the log. beta.1, beta.2 and beta.3 are protocol-compatible with each other. 64-bit games are unaffected.
Reporting
DLSS 5 add-on v4.6 → #27 · Guide diagnostics → PR #18 · 32-bit Vulkan → #15 · anything else → a new issue.
Worth including: game, resolution, API, the MV probe / Depth probe lines from dlss5-feed.log, and for v4.6 runs the add-on's own overlay status line.
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).
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