github jlrouzies-fr/DLSS5-Feeder v1.16.0-beta.1
1.16.0-beta.1 - recent logged bug reports

pre-release3 hours ago

There is a one-command installer. Download Install-DLSS5Feeder.ps1, put it beside the game's executable, and run powershell.exe -ExecutionPolicy Bypass -File .\Install-DLSS5Feeder.ps1 -Prerelease. The standalone AUTOMATIC_INSTALLATION_AVAILABLE.txt asset explains every option.

This beta addresses the bug reports updated with logs between 7 and 10 September 2026. Every binary identifies itself as 1.16.0-beta.1 and embeds release commit 55c5bca; check line 1 of dlss5-feed.log before reporting a retest.

Fixes

  • #93 — D3D11 output handoff: a failed or faulting ID3D11DeviceContext4::Wait now switches the session to the CPU fence path instead of copying an output whose wait did not complete. Wait and copy breadcrumbs are separate, sync_home applies to D3D11, and zero-valued fence waits are skipped.
  • #91 — 32-bit Vulkan: the add-on renews its ReShade registration when a game creates a new Vulkan device generation after a throwaway device.
  • #74 — host rebuild lifetime: asynchronous host builds are generation-bound and stale results are discarded before their handles can be adopted. NGX OutOfDate now points directly to the 616.56 minimum driver.
  • #84 — OptiScaler startup: the first NGX call gets one 1500 ms grace period, in-process and in host64, followed by a fresh consumer fingerprint.
  • #62 — Vulkan faults: a guarded transport failure now invalidates every Vulkan handle/state object associated with the failed game device.
  • #44 — exception reports: caught exceptions say EXCEPTION RECORDED and explain that the next handler determines whether execution continues.
  • The shipped fixes for feature-level 10 shader creation (#70) and sub-100% work resolution on sRGB D3D11 swapchains (#85) remain included.

Diagnostics added

  • #89: host64 reads the current ReShade log after startup and reports whether feature 18 became active, failed, or was never intercepted.
  • #81: the verifier inventories local D3D12 folder files, including their versions and sizes.
  • #13: Vulkan captures now identify the device, queue, command buffer, queue family, present image index, and image count.
  • #57 / #63: DLSS5_FEED_D3D12_DEBUG=1 emits named D3D12 resource-state transitions, so a new DRED report can locate the failing phase.
  • #15 / #47: this build carries the pacing matrix and NGX process-isolation probes needed for controlled retests. These remain investigations until those measurements identify a safe behavioral change.

Install and verify

For a 32-bit game, replace both dlss5-feed.addon32 and host64\dlss5-feed-host64.exe from the same zip. The IPC protocol is v9.

The 64-bit add-on, 32-bit add-on, host helper, and both Vulkan layers build successfully with MSVC. The Vulkan present-order regression test passes and the PowerShell verifier parses successfully. Runtime game retests are requested on the linked issues because the reported games are not available on the development machine.

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