Caution
Superseded: this test archive omitted the installer and full backend dependency layout, so it is not suitable for a clean installation. Use the portable cross-generation release instead. It also contains the RTX 20/30/40 runtime instructions and hash checks.
OptiScaler DLSS-NR pre-SR multipass — general experimental package
Source: https://github.com/wilsjo2/OptiScaler-DLSSNR-PreSR-Multipass
Build commit: facc24f61899d68f9271e4f36f375d1186bbbb00
This package is not specific to Baldur's Gate 3. It contains no game executable names, offsets, or game-specific shaders. It is intended for 64-bit games whose DLSS Super Resolution call reaches OptiScaler's Direct3D 12 path, including the project's Direct3D 11/Vulkan-to-DX12 bridges.
What this fork adds
- Optional Neural Rendering at the DLSS input resolution before Super Resolution.
- One to three sequential Neural Rendering passes with separate persistent histories.
- Per-pass built-in model preset and style selection for passes 2 and 3.
- Automatic post-SR fallback for Ray Reconstruction and unsafe padded/offset input subrects.
- Overlay controls and matching
[DlssNr]INI settings.
The upstream fork already supplied experimental access to NVIDIA's Neural Rendering feature. This fork changes its placement, scheduling, multipass data flow, and configuration.
Installation outline
- Close the game and back up any existing proxy DLL and
OptiScaler.ini. - Copy
OptiScaler.dll,nvngx.dll_dlssnr.dll, andOptiScaler.inibeside the game's executable. - Rename
OptiScaler.dllto a proxy name supported by that game and OptiScaler. Follow the upstream OptiScaler installation guidance; loader choice is game-specific. For example, the validated installations useddxgi.dllin BG3/Hogwarts anddbghelp.dllin Cyberpunk because of its existing mod loaders. - Place a legitimate NVIDIA-driver
nvngx_dlssnr.dllbeside the game or OptiScaler. It is proprietary and is not included here. - Enable the feature in
OptiScaler.inior the in-game OptiScaler overlay (Insert).
Start conservatively:
[DlssNr]
Enabled=true
RunBeforeSR=true
Passes=1
WorkingScale=1.0Then enable mixed pass profiles if wanted:
Passes=3
; Pass 1
Preset=0
Style=0
; Pass 2: preset 1, Natural style
Pass2Preset=1
Pass2Style=1
; Pass 3: preset 2, Cinematic style
Pass3Preset=2
Pass3Style=2Pass2* and Pass3* use auto to inherit pass 1. Presets are 0–3. Styles are 0 standard, 1 natural, and 2 cinematic. These are profiles within the same NVIDIA model DLL; this build does not load different model files between passes.
Compatibility limits
- Validated on an RTX 5090 with driver 616.64 in BG3, Hogwarts Legacy, and Cyberpunk 2077. Other games and hardware remain unverified.
- Pre-SR and multipass currently apply to the DX12 implementation and its DX11/Vulkan bridges. Native Vulkan retains the upstream post-SR implementation.
- Ray Reconstruction deliberately stays post-SR.
- Games must provide valid colour, depth, motion vectors, render dimensions, and command-submission ordering through their upscaler integration.
- Multiple swapchains, unusual loaders, anti-cheat, or another proxy DLL can require per-game workarounds. Do not use injection mods in protected multiplayer games unless the game's policy explicitly permits them.
- Pass cost is approximately linear. Begin with one pass; increase only after confirming stability.
This is experimental, unsupported software. The custom binaries are unsigned. Verify SHA256SUMS.txt, retain security protection, and scan the extracted files before use.