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-1.19.0.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 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.
1.19.0 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.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.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 inReShade.logandVerify-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.dlldirectly (#144). When ReShade is installed as the game'sopengl32.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 afterDLSS5_Feed.fxis enabled in IL-2 1946. The OpenGL log line now names theopengl32.dllthat was used.
What changed since 1.17.0 (the 1.18 betas)
- 64-bit helper mode (#138, #139, by KartnDev).
dlss5-feed-helper.addon64hands a 64-bit game's frames tohost64\dlss5-feed-host64.exeand 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.dlltwice (#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.