github jlrouzies-fr/DLSS5-Feeder v1.19.0
1.19.0

6 hours ago

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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.txt asset explains how to check what you downloaded. SHA-256 of DLSS5-Feeder-1.19.0.zip: 9cc19e28f8fb4e216ea61621fdf6443e207e338ec639979ab335503c75f48f36. 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 run powershell.exe -ExecutionPolicy Bypass -File .\Install-DLSS5Feeder.ps1. The standalone AUTOMATIC_INSTALLATION_AVAILABLE.txt asset 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.

1.19.0 is the stable release that gathers 1.18.0-beta.1 and beta.2 plus two fixes. Every binary embeds commit 3c09eab; line 1 of dlss5-feed.log must say 1.19.0 commit 3c09eab.

The neural model runs on RTX 50 only. NVIDIA's signed nvngx_dlssnr.dll 310.8.0, 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.log says feature 18 create failed with 0xbad00001 and you only see DLSS's anti-aliasing (#131). Get the modified nvngx_dlssnr.dll made for your GPU from the RenoDX Discord.

32-bit games: install dlss5-feed.addon32 and host64\dlss5-feed-host64.exe from this zip. The IPC protocol is still v11.

What changed since 1.18.0-beta.2

  • MSAA depth warning, screen-sized case (#145, tested by orlodax). When Generic Depth binds a single-sample buffer at the screen's size while the game draws its scene into a multisampled one, the log now says WARNING: depth source: ... (also in ReShade.log and Verify-DLSS5Feeder.ps1) instead of "the right size". That buffer is probably a near-empty side target. Turn MSAA off in the game; DLSS already antialiases.
  • OpenGL: the add-on calls the system opengl32.dll directly (#144). When ReShade is installed as the game's opengl32.dll, the feeder's own framebuffer copies went through it and ReShade saw them as game rendering. This is the suspected cause of Generic Depth freezing about 20 s after DLSS5_Feed.fx is enabled in IL-2 1946. The OpenGL log line now names the opengl32.dll that was used.

What changed since 1.17.0 (the 1.18 betas)

  • 64-bit helper mode (#138, #139, by KartnDev). dlss5-feed-helper.addon64 hands a 64-bit game's frames to host64\dlss5-feed-host64.exe and NGX runs there. The installer offers it (-HelperMode Yes|No, default No). See the README.
  • NGX's own failure reasons in the logs (#136, #137, #132, #141), including a step-by-step explanation of failed to load NGXCore: 0 (NGX's NVIDIA signature check refused inside the game's process).
  • host64 also searches the game folder for nvngx_dlss.dll / nvngx_dlssnr.dll (#132).
  • Wrong depth buffer warning (#145) for shadow atlases and MSAA.
  • 32-bit Vulkan (DXVK) games that load d3d9.dll twice (#135).

Verified, and not

All four binaries build with no warnings. Not run in a game: the two 1.19.0 fixes. The #145 detection itself was confirmed on SnowRunner by orlodax with beta.2.

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