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-1.18.0-beta.2.zip:4d459f902d5a8faace03c6909962334e800a58b73e0aee49eb1b30a3572f43dc. 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. 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.
1.18.0-beta.2 explains the "NGX refused to start in the game" failures, lets the helper find NGX runtimes left beside the game, and warns when DLSS is being fed the wrong depth buffer. Every binary embeds commit 3907e2b; line 1 of dlss5-feed.log must say 1.18.0-beta.2 commit 3907e2b.
The neural model runs on RTX 50 only. NVIDIA's signed
nvngx_dlssnr.dll310.8.0, and the modified 310.8.Lecram build the installer downloads, create the neural feature on RTX 50-series GPUs only. On an RTX 20/30/40 DLSS still runs but the neural pass does not:ReShade.logsaysfeature 18 create failed with 0xbad00001and you only see DLSS's anti-aliasing (#131). Get the modifiednvngx_dlssnr.dllmade for your GPU from the RenoDX Discord.
32-bit games: install
dlss5-feed.addon32andhost64\dlss5-feed-host64.exefrom this zip. The IPC protocol is still v11.
What changed since 1.18.0-beta.1
failed to load NGXCore: 0now has an explanation (#132, #141). When NGX's own log says it could not load the driver's_nvngx.dllwith error 0, NGX's NVIDIA signature check refused the file inside the game's process (error 126 would just be a missing file).dlss5-feed.lognow re-runs that check step by step, names every file, loader and crypto function that something has hooked and the DLL it jumps to, and lists every loaded DLL that is not from Windows. It does not remove the cause, it tells you what to remove. Both reports so far came from non-Steam copies of the game. Ifhost64\dlss5-feed-host64.exe --testpasses on the same PC, the 64-bit helper mode runs NGX in a process without those hooks.- host64 also searches the game folder (#132).
nvngx_dlss.dllandnvngx_dlssnr.dllleft beside the game exe made the helper fail withFeatureNotFound.host64\is still searched first. - Wrong depth buffer warning (#145, reported by orlodax). With in-game MSAA on, the scene depth is multisampled, ReShade's Generic Depth cannot read it, and it may fall back to a shadow atlas that every older check called healthy. The log now says
WARNING: depth source: ...when the buffer handed to the shader is not the back buffer's size, and names MSAA when a multisampled depth buffer of the screen's size exists.Verify-DLSS5Feeder.ps1shows it with the fix. A game that renders below its output resolution at the same aspect ratio is not reported.
Verified, and not
All four binaries build with no warnings. host64 --test: 300/300 evaluates on driver 617.14 with the runtimes only in the folder above host64\; with none anywhere it fails with FeatureNotFound exactly as in #132. The signature probe was run in a test program: it verifies NVIDIA's full certificate chain on a clean process and names a planted hook. Not run in a game: the depth-source check (it relies on ReShade returning the DEPTH texture's view), and the trust report on a machine where NGX really is refused.