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-1.19.1-beta.1.zip:8cec629b5fe2fad245675f68ee53241aa67ca31c28b34798f2f48bc7a9345838. 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.
1.19.1-beta.1 is a beta on top of 1.19.0. Every binary embeds commit 08967d6; line 1 of dlss5-feed.log must say 1.19.1-beta.1 commit 08967d6.
32-bit games: install
dlss5-feed.addon32andhost64\dlss5-feed-host64.exefrom this zip. The IPC protocol is still v11.
What changed since 1.19.0
- GITC Uplift (#153). In D3D11 games where Uplift's NR was already running when the game started (left on from the previous session),
dlss5-feed.addon64stopped withcommand list would not closeand a caught crash in the DLSS evaluate. Where Uplift cannot get an independent D3D12 device, D3D12 gives it and the feeder the same one; Uplift starts NGX on the native device and the feeder started it again on ReShade's wrapper of that device. Withgitc-uplift.addon64loaded, the add-on now uses the same native device and no longer shuts NGX down on it when it stops, which would also end Uplift's NR. The log saysGITC Uplift is loadedwhen this applies. The helper mode was never affected. - Direct3D 10: pipelined handoff (#146). Far Cry 2 at 4K sat at 32 fps with the GPU 60% used, because every frame waited twice for the GPU to drain. The handoff now uses two copies of every bridge and only waits on work queued a frame earlier: on a test rig the same synthetic load went from 52 to 87 fps. The game shows the DLSS result from two frames back.
d3d10_pipeline=0indlss5-feed.cfgrestores the 1.19.0 behaviour. dpi_aware=1for 32-bit games (off by default). Makes the game process DPI aware before it creates its window. On a scaled desktop (4K at 200%) a DPI-unaware game is told the screen is 1920x1080; Max Payne 3 then rolled a 4K setting back to 1080p.
Verified, and not
All four binaries build. Not run in a game: the Uplift fix (no Uplift on the test machine) and the D3D10 pipeline (tested with a synthetic harness only). If either breaks something, 1.19.0 is the stable fallback.