Notice. Not affiliated with NVIDIA; NVIDIA, DLSS and the NVIDIA logo are NVIDIA Corporation's trademarks. The bundled NVIDIA runtimes are NVIDIA's property, included unmodified as received, research/educational use only, no warranty, use at your own risk. Rights holders: say the word and the next build ships without them.
DLSS 4.5 Frame Generation (opt-in)
Desktop DLSS-G after neural rendering: Settings -> Processing -> DLSS 4.5 FG, with a x2/x3/x4 multiplier beside the switch. The depth is flat and the motion is estimated - there is no engine cooperation, so UI and text can distort; that is the known cost of the approach. The HUD pairs the two honest rates: "X / Y fps" - the network's output, then what the presenter shows. Validated on RTX 50-series; other adapters are unconfirmed (attach the [fg] log block if it fails). The FG runtime ships in the archive.
NVIDIA Optical Flow (opt-in)
Settings -> Capture -> Motion estimation selects the driver's optical flow instead of CPU DIS. Falls back to CPU automatically with a single alert if the driver refuses (only driver 616.64 / 5080 has been validated upstream).
The HUD pairs both frame rates
The counter was network-only, which read as broken with FG on. The header now shows "network / presenter" when they differ.
Libraries: everything ships, offline
The library auto-updater is removed and the app no longer downloads anything. Both NVIDIA runtimes ship in the archive: nvngx_dlssnr.dll (neural rendering) and nvngx_dlssg.dll 310.9.1.0 (Frame Generation), the public NVIDIA-signed redistributable. A README notice at the top of the repo states the position openly: not affiliated with NVIDIA, runtimes included unmodified as NVIDIA's property for research use, no warranty, removed on a rights holder's request. To run your own build of a runtime, drop the DLL into native/libraries/ - it wins over the bundled copy; nr_dll config or NS_NR_DLL env remain the NR override.
DLSS Super Resolution removed
The opt-in SR from the 1.9.x cycle was removed after the live test: on desktop/window captures (flat depth, zero jitter, the network capped at 2560x1440 by NGX) it reads as smear, and NVIDIA's license does not allow shipping the runtime - a BYO burden for an underperforming feature. If a later redesign revisits it, it returns as an opt-in BYO item in native/libraries/.
Performance
The recorded-frame ring ends a 33 MB-per-frame allocation (13.2 -> 2.4 ms), the GPU verdict dies with the worker that gave it, bypass no longer computes a motion field nobody reads (2.9 ms/frame), the flow preset is a setting, and the fallback resize filters stopped using Lanczos. Also: recording waits one frame for queue room instead of a quarter second.
Fixes
- The FG acknowledgements went to the wrong stream - the client desynced on every scale change.
- The FG present hands its fence to the defer-tail contract; slot starvation no longer kills the worker (that was the overlay blinking out and rebuilding).
- The HUD panel is opaque while FG interpolates - the 8% translucency let the 2-3x picture modulate the panel text.
- The UI: switches moved to the right of their labels, the features named directly ("DLSS 5 NR", "DLSS 4.5 FG"), the multiplier as three small buttons in the row; clicking a multiplier no longer flips the whole FG switch.
Known issue (in progress)
Window mode: the NR window can lose its active state and stop responding to dragging when another window takes focus. An audit found seven sources; three are fixed in this release (z-order churn, the WGC resize reopen loop, the FG fence token). The rest is under active work - the next iteration addresses the remaining focus/z-order behavior.