Careful of fake copies. The only download for this project is this releases page. Fake websites and lookalike GitHub repositories exist (#88, #115); this project has no executable installer. The standalone
CAREFUL_FAKE_MALICIOUS_FEEDER.txtasset explains how to check what you downloaded. SHA-256 ofDLSS5-Feeder-1.16.0-beta.5.zip:7E94B15A43C398946FD6195EF5C972461EE66736508FD84548D8C29EC798D3DC. The genuine zips are scanned on VirusTotal, for instance the 1.16.0-beta.2 zip; look this release's hash up there yourself.
There is a one-command installer. Download
Install-DLSS5Feeder.ps1, put it beside the game's executable, and runpowershell.exe -ExecutionPolicy Bypass -File .\Install-DLSS5Feeder.ps1 -Prerelease. The standaloneAUTOMATIC_INSTALLATION_AVAILABLE.txtasset explains every option.
Does not work with your game? I can't test every game reported in the issues: I don't own most of them, and I don't have the time to try them all. Read this README section. It gives a prompt for an AI coding agent that reads your logs against the source and opens a pull request if it finds a legitimate fix.
Fixes on top of beta.4 for the 64-bit host helper, dgVoodoo users, and two diagnostics that never worked. Every binary identifies itself as 1.16.0-beta.5 and embeds release commit 89942bf; check line 1 of dlss5-feed.log before reporting a retest.
Fixes
- #119 — the host helper did not notice its D3D12 device was removed. NGX keeps answering "success" on a dead device and a removed device completes every fence, so after a
DEVICE_HUNGthe helper kept running, logged "the feed is unaffected" over and over, and handed the game frames nothing had written. A Present that reports the device gone now counts as the device gone: the helper logs the removal and exits, and the game-side add-on says the feed stopped.
New diagnostic, off by default:[DLSS5Host] Dred=1inhost64\ReShade.ini. On the next removal the helper log names the queue and the GPU operation that never finished, which separates the feeder's own work from the neural consumer's pass. It is opt-in because arming DRED makes device creation fail on some runtimes (#47); if the helper stops starting with it on, set it back to 0. - The consumer-outcome line and the motion-vector compile check never worked. The helper's "neural consumer outcome" always said
ReShade.log is unavailableon real installs, and the "provider failed to compile" check never ran in either add-on: both readReShade.logwhile ReShade holds it open for writing, andfopen_srefuses that. Fixed in all three places. - #118 — dgVoodoo: the in-game DLSS 5 panel was never available. dgVoodoo puts its swapchain in the fullscreen state even when it presents into a borderless window, so beta.4's exclusive-fullscreen rule always started the host without a window. New config value
host_window=3keeps the host window behind the game regardless, and the overlay offers it as a checkbox when it applies. Don't use it on a game that really is exclusive fullscreen. The panel key no longer toggles a panel that can't exist; it logs once why instead. - Work resolution looks blurry below 100%. That is by design: the feeder doesn't run the neural pass, so it can only shrink the whole frame and stretch it back. The overlay now says so under the slider. For a sharp image keep 100% and use a neural rendering mod that can lower the resolution of the neural pass alone, such as OptiScaler DLSS-NR (
WorkingScaleunder[DlssNr]inOptiScaler.ini).
All beta.1 to beta.4 fixes are included.
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 with MSVC. The host self-test passed 300/300 evaluates with Dred=1. The device-removal exit and host_window=3 could not be run in the reported games; please retest on the linked issues.