One button that sets up the leaked DLSS 5 neural-rendering build in any DirectX 11/12 game, with or without DLSS of its own. Single native Windows exe, no runtime. Everything it installs is downloaded from the projects that made it; the only third-party content inside the exe is three SIL-OFL fonts.
Download: latest release → dlss5oneclick.exe.
| The game | What gets installed |
|---|---|
Ships its own DLSS (an nvngx_dlss.dll this tool did not place, or Streamline sl.*.dll, nvngx_dlssg/dlssd.dll, anywhere up to four folders deep, or under an Unreal project's Plugins tree) |
ReShade add-on build + the RenoDX DLSS 5 add-on (renodx-dlss5.addon64, newest build) + the DLSS 5 model (nvngx_dlssnr.dll). The 8.x builds bridge DX11 games themselves, and with a second bridge loaded they leave the game's own DLSS alone (they log "a Direct3D 11 bridge add-on of another project is loaded" and serve only other tools' D3D12 calls), so on 8.x no dlss5-bridge is installed and one this tool placed earlier is removed; builds before 8 still get it, to replay the D3D11 DLSS calls on a private D3D12 device. If that does not work in a game, the next setup down is ShortFuse's DLSS add-on (renodx-dlss.addon64, from the author of RenoDX), which hooks the game's own NGX calls in D3D11 and D3D12 itself, so no bridge is installed with it; its DX11 path has been installed and checked here as files, not yet reported from a game. No Feeder, no LumeniteFX; a Feeder left over from an earlier run is removed. |
| Has no DLSS | The full Feeder path below: ReShade + shader headers + DLSS5-Feeder + LumeniteFX + the DLSS 5 add-on + config. |
The setup is picked for you (since 0.14.0). The Setup page shows one line: the setup Install will use and why (the game has its own DLSS or not, DirectX version, 32/64-bit, card generation), and one Install button. For a 64-bit game with its own DLSS the order it tries is:
- ReShade + the RenoDX DLSS 5 add-on, newest build, release candidates included (the default since 0.14.3; 8.5.0-rc10 today),
- ReShade + ShortFuse's DLSS add-on,
- the DLSS 5 add-on at 4.70 (the build every reporter had working when 5.2.1 broke four games, and the last with Enable Upscaling),
- the DLSS 5 add-on at 4.55 (the build the Feeder's host names as passing where newer ones fault in the driver),
- the OptiScaler engine.
The 8.x DLSS 5 add-on's cheaper settings are written for you (since 0.14.3). In a game with its own DLSS, Install adds to ReShade.ini [RenoDX.DLSS5]: NRHookPoint=1 (Hook point Render: DLSS 5 runs on the game's image before DLSS upscales it, on far fewer pixels), NRPasses=1 (a second stacked pass doubles the cost), NRDetailStability=2 (Always, which holds grass and leaves still under Render). EnableHooks is left out on purpose: with no key the add-on runs through NVIDIA's NGX library and turns its Streamline hooks on by itself when a Streamline game's DLSS calls do not reach it; 1 forces those hooks from the start (the add-on warns it can crash a game at boot) and 2 turns the automatic switch off. 0.14.3 wrote EnableHooks=1 in Streamline games; the next Install or Update takes it out again, unless the other three settings were changed by hand. They are written once per game, only where the key is missing, and a renodx-dlss5.settings.dlss5oneclick marker records that, so later Installs and Updates never put them back: anything you change in the add-on's panel stays (Hook point back to Upscaled for NR at output resolution, say). Detail stability is Always because the add-on's Auto runs it only on the Upscaled hook point; on Render, Auto means off. With Ray Reconstruction on, the add-on goes back to the Upscaled hook point by itself. Games on the Feeder keep the add-on's defaults. The look sliders (tone, shadows, halos) are left at the add-on's defaults too; the panel is under Home → Add-ons → DLSS 5 Neural Rendering, and F6 turns DLSS 5 off and on to compare.
A game with no DLSS of its own gets the Feeder with the DLSS 5 add-on (newest build, then 4.70, then 4.55; the Feeder's own self-test passes v6.1 and newer, v8.0.1 included), and a Vulkan game with DLSS goes to OptiScaler. Games whose reports settled it start further down: Cyberpunk 2077 on OptiScaler (#95), Dragon's Dogma 2 on 4.70 (#96). A game already on ReShade whose list starts on OptiScaler (Cyberpunk set up by an older version) keeps its ReShade setup and has OptiScaler as its last step instead.
Once a game is installed, "Not working? Try the next setup" moves it one step down the list and installs that. "Go back to the previous setup" (from 0.14.22) undoes a step the same way, so a press that went too far does not mean removing and reinstalling the game's mods. The window remembers its size and position, and the last game, between runs (from 0.14.22; before that nothing was saved). When the engine changes, the old one is taken out first, and the RenoDX HDR mod goes back in if it was there. A switch that would take ReShade out of a game carrying ReShade add-ons this tool did not install is refused before anything is removed. Which step a game is on is read from what is in its folder: the add-on and the build this tool recorded beside it, or the OptiScaler manifest. So Install and Update refresh the setup a game already has (a pinned 4.70 or 4.55 included) instead of moving it, and only "Try the next setup" or Advanced changes it. One exception: a game on ShortFuse's add-on from when that was the default (before 0.14.3) shows UPDATE and moves to the DLSS 5 add-on's newest build on its next Install or Update; ShortFuse reached through "Try the next setup" or picked under Advanced (marked with renodx-dlss.addon64.chosen.dlss5oneclick) stays, and so does Dragon's Dogma 2, whose list starts on 4.70. Everything below (engines, add-on choice, builds, frame generation, model resolution) is under Show advanced options, closed by default; the app remembers whether you left it open. Opening it means the controls decide; Hide advanced options goes back to the automatic setup. An install made before 0.14.0 with Neural Upstream or the standalone AIO is left as it is and shown under Advanced. On the OptiScaler engine a game keeps the model resolution in its OptiScaler.ini. A new install on an RTX 20/30 card gets 75%, except on the pre-SR and RTX 20/30 builds, which flicker below 100%.
Engine choice for games with native DLSS (under Advanced; two cards at the top of the window, the second one greyed out with a reason when the game has no DLSS): the default engine is ReShade + the RenoDX add-on. A second engine — Dagherbou's OptiScaler_DLSSNR fork (OptiScaler with a built-in Neural Rendering pass, colour composition from RenoDX under MIT) — can be picked in the GUI or with --engine=opti: the tool extracts the fork's release into the game as dxgi.dll, adds nvngx_dlssnr.dll, and records a manifest so Remove takes it out cleanly. In game, Insert opens the OptiScaler overlay; Neural Rendering is off by default there. The two engines cannot share a game (both load as dxgi.dll). Note the fork targets the unpatched model: on the driver's own DLL that means RTX 50; with the 310.8.SF model this tool installs, older RTX generations may work but are untested there. A copy this tool placed is refreshed when the fork publishes a new release, and OptiScaler.ini is always kept, so your overlay settings survive. Switching between builds removes the files the old build had and the new one does not ship: a leftover nvngx.dll_dlssnr.dll forwarder from Dagherbou's build silently stops the pass under wilsjo2's or ShyVortex's (since 0.13.23). An OptiScaler.ini copied from another game has its [ProcessFilter] TargetProcessName reset to auto, because naming another exe puts OptiScaler into pass-through. --opti-tag=<tag> (or DLSS5ONECLICK_OPTI_TAG) holds the fork at one release when the newest one regressed on a game. Model resolution (100% / 75% / 50%, written as [DlssNr] WorkingScale) runs the neural pass smaller while the frame stays full size; the cost falls with the square. On the pre-SR build and on ShyVortex's RTX 20/30 build, anything below 100% flickers and keeps settling after the camera stops: the fork they are built on gives the model colour at the smaller size but depth and motion at full size. This is fixed in jlrouzies-fr's v0.8.92 and not yet upstream, so the Setup page warns and 100% is the setting to use there.
RTX 40 MFG add-on only (since 0.14.17). In the Multi-frame generation group under Advanced, a tick installs ReShade and mavismmg's RTX 40 MFG unlock (renodx-mfgunlock.addon64, with the nvngx_dlssg.dll it needs) and nothing else: no DLSS 5 add-on, no Feeder. --engine=mfgaddon on the command line (#122). 64-bit games ReShade can reach (not Vulkan); the game needs DLSS Frame Generation of its own. It is read back from the folder (the MFG add-on with ReShade and no neural add-on), so Install and Update keep it as it is and the card shows UPDATE when a newer add-on is out; Remove takes the add-on out and leaves ReShade unless Remove incl. ReShade is used. Not run in a game from here.
Multi-frame generation only (experimental, since 0.14.12). Under Advanced, in the Multi-frame generation group above the engine cards, a tick installs dashdogy's Universal RTXMFG (MIT) and nothing else: no DLSS 5, no ReShade, no add-ons. It is one DLL for multi-frame generation (fixed 2X to 6X or dynamic, RTX 40, RTX 30 very early) in a game that already has DLSS Frame Generation (Streamline) of its own. Also --engine=mfg on the command line. The tool downloads the newest release and places its RTXMFG.dll under the name the game loads: dxgi.dll in a DirectX 11/12 game, version.dll in a Vulkan one (the mod's own README lists many other names and says the right one depends on the game; these two are the ones that fit without ReShade or OptiScaler in the folder, and neither has been run in a game from here). The Witcher 3 gets winmm.dll on DirectX, as the mod's README asks. A copy you renamed yourself is found by its contents under any of the mod's supported names and updated where it is, with no second copy beside it (a game that needs another name than the default: rename the DLL, then press Install or Update). A file of that name that this tool did not place (ReShade, OptiScaler, DXVK, another mod) is never overwritten: the install stops and says to remove it first. The tool records the release tag, the file name and its size in RTXMFG.dll.dlss5oneclick, so Install refreshes the copy when a new release is out (and the card shows UPDATE), and Remove takes out the file only while it still has the size that was written. Picking ReShade, OptiScaler or the AIO on such a game removes the RTXMFG copy first, because they need the same file name. 64-bit games only; a DirectX 9 or 10 game has no Streamline frame generation, so it is refused. In game: turn on the game's own DLSS Frame Generation, Backspace opens the RTXMFG menu.
Universal RTXMFG beside DLSS 5 (experimental, since 0.14.13). The same DLL can go in next to any DLSS 5 setup instead of replacing it, for games where the OptiScaler build's own RTX 20/30/40 multi-frame generation unlock does not take (#123). Under Advanced, in their own Multi-frame generation group above the engine cards, tick Also install Universal RTXMFG (dashdogy) beside DLSS 5, or pass --rtxmfg. ReShade and OptiScaler hold dxgi.dll, so here the DLL goes in as version.dll (winmm.dll for The Witcher 3 on DirectX); a copy you placed yourself under any supported name is found by its contents and updated where it is. The tool records it in RTXMFG.dll.dlss5oneclick (with a with-dlss5 line), Install and Update refresh it, Remove takes it out with the rest, and the tick comes back set for a game that has it. The build's own unlock and RTXMFG cannot share a game, so the build's tick is greyed out while this one is on and the headless install refuses --rtxmfg together with --ampere-mfg. 64-bit games only; DirectX 11/12 and Vulkan. Whether version.dll is the right name for a given game is not known from here: if the menu (Backspace) does not show, rename the DLL to another name from the mod's list and press Install or Update.
Standalone AIO engine (experimental, since 0.13.15). A third card, for 64-bit games ReShade can reach from dxgi.dll: kibblerz's DLSS5 ReShade AIO (Apache-2.0) is one ReShade add-on that runs neural rendering, DLSS super resolution / DLAA and frame generation itself, so it takes the place of the Feeder and the RenoDX add-on together — frame generation in a game that never had it. Pick it in the GUI or with --engine=aio: the tool installs ReShade, extracts the 64-bit AIO zip beside the exe (recorded in a manifest so Remove takes it out), adds nvngx_dlssnr.dll, and places nvngx_dlss.dll and nvngx_dlssg.dll from NVIDIA's repository when the game has none. In game: turn the game's own upscaling, anti-aliasing and frame generation off, run windowed (the add-on's own recommendation), then Home → Add-ons → Standalone DLSS-NR + SR. Switching a game back to the ReShade engine removes the AIO first, so ReShade never loads two neural consumers. The 32-bit package is not wired.
RTX 20/30 multi-frame generation (OptiScaler engine, since 0.13.20, experimental). On a Turing or Ampere card the OptiScaler route shows one tick, Unlock multi-frame generation on this RTX 20/30 card (3X–4X). It installs ShyVortex's OptiScaler build — wilsjo2's pre-SR fork plus sdli1995's dlssg_sm86 Turing/Ampere unlock and the Streamline runtime it needs, same zip layout — in place of the build chosen above, and writes [DLSSG] AmpereMfgUnlock=true; untick and the chosen build comes back. The game must ship DLSS frame generation of its own. RTX 40 keeps its own tick; RTX 50 needs neither. --ampere-mfg on the command line. Not run in a game by the author; one report of it failing on Forza Horizon 6 on RTX 20.
RenoDX HDR mod (optional, since 0.8.0; engine-independent since 0.8.1). The RenoDX project publishes game-specific HDR / tone-mapping mods as ReShade add-ons (renodx-<game>.addon64). When the tool recognises the game (Steam app id from the library's appmanifest_*.acf, else the folder / exe name, matched against RenoDX's games-index.json and its wiki mod list), a RenoDX HDR mod checkbox appears with the mod's status (working / in progress) and the wiki's note for that game; --renodx does the same on the command line. It loads beside the DLSS 5 add-on: ReShade only refuses two add-ons with the same name, and the game mods register as "RenoDX" while the DLSS 5 add-on registers as "DLSS 5 Neural Rendering"; their settings live in different ReShade.ini sections ([renodx-preset1] vs [RenoDX.DLSS5]). Verified in Clair Obscur: Expedition 33 and Dragon's Dogma 2 (both add-ons registered in ReShade.log). Exactly one RenoDX game mod per game — a second one is refused by ReShade and both would write the same keys — so the tool refuses when another renodx-*.addon64 is already there, and Remove only deletes the one it recorded. The link the wiki gives (often a maintainer's fork snapshot) wins over the main-repo snapshot build; games the wiki lists as Nexus/Discord-only get the snapshot build with a note. Turn Windows AutoHDR / RTX HDR off with these mods (double tone mapping). Generic Unreal/Unity fallback mods are deliberately not installed. The checkbox is independent of the engine: on the OptiScaler engine the mod still needs ReShade, so the tool adds the ReShade DLL as ReShade64.dll and sets [Plugins] LoadReshade=true in OptiScaler.ini — the method OptiScaler's own ini documents for running ReShade add-ons beside it. That combination follows the documentation but has not been run in a game by the author; if it crashes, untick the mod or switch engines.
RE Engine games (Resident Evil 2/3/4/7/8/Requiem, Devil May Cry 5, Monster Hunter Rise/Wilds, Street Fighter 6, Dragon's Dogma 2, Pragmata — anything with re_chunk_000.pak next to the exe) crash under ReShade unless praydog's REFramework is loaded first. Since 0.8.0 the tool installs its monolithic nightly dinput8.dll as the first step in those games (only the DLL, as its release notes insist) and Remove takes it out again; a dinput8.dll the tool did not place is left alone.
Wrong path? The DLSS detection is a folder scan, so a stray nvngx_dlss.dll (left by another tool, or by this one before it started marking its own copy) makes a game without DLSS look like a native-DLSS game. The dropdown next to the game line (Auto / Force no-DLSS (Feeder) / Force native DLSS), --mode=feeder|native, or DLSS5ONECLICK_MODE overrides it; the auto line still shows what was detected.
Hybrid machines (laptop iGPU + dGPU, or an AMD/Intel display adapter alongside the NVIDIA card). Windows decides which GPU a process starts on, and a process started on the integrated GPU has no NGX at all — every NVSDK_NGX_D3D12_Init answers 0xBAD00001 (FeatureNotSupported) no matter how correct the install is. Install now writes the same preference the Settings app writes (GpuPreference=2; under HKCU\Software\Microsoft\DirectX\UserGpuPreferences) for the game exe, and for host64\dlss5-feed-host64.exe on a 32-bit game. Remove takes it away again, but only when it is still exactly what was written. --check prints the machine's adapters and the current preference.
Bug reports: one zip. The Save report button (or dlss5oneclick.exe "<game folder>" --report) writes dlss5oneclick-report-<game>-<time>.zip to your Desktop with the game folder listing, ReShade.log / dlss5-feed.log / OptiScaler.log / REFramework's log and the add-on's RenoDX-DLSS5-crash.log (last 4 MB of each), the inis this tool wrote, the version sidecars, and Diagnose's output. Attach that to an issue instead of hunting for files.
DX11 vs DX12 is read from the exe's import table, then from the engine DLLs next to it (UnityPlayer.dll, ...), and a D3D12\D3D12Core.dll (DirectX Agility SDK redist) next to the exe counts as DX12 even when only d3d11.dll is imported (RE Engine). When nothing says, DX12 is assumed and the status line says so; the dropdown beside the DLSS-mode one (or --api=dx11|dx12) forces it when the guess is wrong. Both dropdowns are remembered per game in %LOCALAPPDATA%\dlss5oneclick\settings.json (from 0.14.21), so a forced DX12 is still forced the next time the game is opened, and one game's choice never carries to another. dlss5oneclick.exe "<game folder>" --check prints the detected mode, API and plan without installing anything.
Every component is taken from its project's latest release. For DLSS5-Feeder that can be a tag named -beta: upstream publishes builds it means people to run with prerelease=false (v0.13.1-beta.1, v0.12.1-beta.2) while flagging the ones it does not, and those carry fixes the last plain-numbered release lacks. Install names the tag it took, with (beta) after it, so you always know what you are running.
It does, in order, exactly what the DLSS5-Feeder README tells you to do by hand:
| Step | What | From |
|---|---|---|
| 1 | ReShade with add-on support, dropped as dxgi.dll |
ReShade_Setup_<ver>_Addon.exe on reshade.me (DLL pulled straight out of the installer, nothing is run). Downloads are kept in %LOCALAPPDATA%\dlss5oneclick\downloads; since 0.14.16, when reshade.me's page cannot be reached (it answered HTTP 500 for a day in October 2026, #125) an install uses the newest installer already downloaded, and a ReShade already in the game is left as it is rather than refreshed to an older one |
| 2 | ReShade.fxh, ReShadeUI.fxh, DrawText.fxh into reshade-shaders\Shaders (the setup exe has only the DLLs; every shader below includes ReShade.fxh) |
crosire/reshade-shaders (slim branch) |
| 3 | dlss5-feed.addon64 + DLSS5_Feed.fx |
jlrouzies-fr/DLSS5-Feeder |
| 4 | Motion-vector provider: lumenite_*.fx, include\*.fxh, lumenite_bluenoise256.png |
umar-afzaal/LumeniteFX (mainline branch) |
| 5 | renodx-dlss.addon64 (ShortFuse's DLSS add-on, the second step in 64-bit games with their own DLSS; rhi-repo renodx-dlss-SF-*) or renodx-dlss5.addon64 (the leaked DLSS 5 add-on, the default since 0.14.3, closed-source and community-distributed), nvngx_dlssnr.dll (its neural-rendering model), nvngx_dlss.dll (DLSS runtime; the Feeder's NGX session fails without one next to the game, so it is always placed and marked with a nvngx_dlss.dll.dlss5oneclick sidecar) |
RankFTW/rhi-repo releases (renodx-dlss5-*, dlssnr-*, dlss-*) |
| 6 | ReShade.ini gets PreprocessorDefinitions=DLSS5_MV_PROVIDER=3; ReShadePreset.ini enables Lumenite_Kernel above DLSS5_Feed |
written by this tool, existing keys preserved |
Every file is downloaded from its upstream at install time; a re-run only fetches what is missing.
- Run
dlss5oneclick.exe(single native binary, no runtime needed). - The Games page lists every installed game it can find — Steam (all library folders), Epic Games, GOG, Xbox / Game Pass, the EA app and Ubisoft Connect — in alphabetical order, or newest install first with the Sort button (the choice is remembered), with the store's own artwork (Steam's cached library art or its CDN, Xbox's tile logo, the exe icon otherwise) and, once inspected, a DirectX 11/12 chip plus "DLSS / add-on" status per card. Click a poster to open its Setup page. Add a folder / Add a game still take any folder or exe by hand, and a game added that way is remembered: it comes back in an Added by you section at the top of the list on every later start (right-click its card to forget it). Rescan re-reads the stores. A Steam game left in two libraries (moved between drives, the old
appmanifestkept) is shown once, from the librarylibraryfolders.vdflists the app under, else the copy updated last (since 0.14.18; before that each folder was its own card). The last state of every game is kept in%LOCALAPPDATA%\dlss5oneclick\library-cache.json(since 0.14.11), so the games already set up show under "Installed by this tool" the moment the window opens; the full re-inspection then runs in the background, those games first, and corrects anything that changed. A card refreshes itself when an install or Remove for its game finishes, whether it was started from the card or from the Setup page (before 0.14.11 only the card button did, and the others left the card showing the old setup until a Rescan).--list-gamesprints the same list headless. Game Pass titles from EA and Ubisoft (Dead Space, Assassin's Creed Shadows) are installed through those launchers, not as Xbox apps: they show under EA app / Ubisoft Connect, found from the launcher's registry entries and from its own marker file in the game folder (__Installer\installerdata.xml,uplay_install.state), so a copy moved to another drive or PC still shows. The marker is looked for one folder below each drive root, its XboxGames folder,EA Games,Gamesand the launchers' default folders; a game deeper than that needs Add a folder. - On the Setup page, pick the game's folder (or its
.exe) - the game exe is detected automatically (the folder and two levels below it are searched, sobin\x64_dx12\and UnrealBinaries\Win64\layouts work; Unity crash handlers, Unreal helpers and redist installers are skipped; a*-Shipping.exeis preferred). If several candidates remain, a dropdown lets you choose. The list shows what is already present. - Install DLSS 5.
- In game: Home opens ReShade → Add-ons tab → the neural add-on's panel → enable it: DLSS 5 Neural Rendering for the RenoDX DLSS 5 add-on (the default), RenoDX DLSS for ShortFuse's add-on. Keep the game's MSAA/SSAA off. On games with their own DLSS the Home tab says "No effect files found" — expected, no shaders are needed there; the panel lives on the Add-ons tab.
F6 toggles neural rendering on/off, F5 saves the add-on's screenshot (both are the add-on's own hotkeys). On the Feeder path, dlss5-feed.log next to the game exe should show feature ready … DLAA and DLSS5_MV_PROVIDER=3 (LumeniteFX Kernel) -> Lumenite_Kernel (enabled).
CLI: dlss5oneclick.exe "C:\Games\Foo" (folder or exe) / --renodx (also install the game's RenoDX HDR mod) / --check (detect only, also names the RenoDX mod it would install) / --diagnose (read the game's ReShade/feed logs and say why neural rendering is or is not running) / --remove (headless, prints progress) / --opti-tag=<tag> (hold the OptiScaler fork at one release) / --next-setup (move the game one step down its setup list and install that) / --consumer=sf|dlss5 (pick the neural add-on by hand). With no route flags (--engine=, --consumer=, --addon=, --upstream) the picker decides, and --check prints its choice as a setup: line.
On start the tool looks at github.com/faisalkindi/DLSS5oneclick/releases/latest (a redirect, no API) in the background. If a newer version exists, a bar offers Update / Later / Skip this version; nothing is downloaded unless you press Update. Update fetches the release exe, checks it is a real executable, swaps it in place of the running one (the old file is kept as dlss5oneclick.exe.old until the next start) and restarts. dlss5oneclick.exe --update does the same from the command line.
Games already set up. On the Games page a game whose parts are behind shows UPDATE, and the "Installed by this tool" heading shows how many; Update all (N) there updates every one of them, one after another, with the progress on each card (a game with a problem is skipped, not opened). What counts as behind: ReShade, the Feeder, OptiScaler, the DLSS 5 and ShortFuse add-ons and the model and NVIDIA DLLs by their recorded version, Universal RTXMFG by its release tag, and, since 0.14.8, the RTX 40 MFG unlock and DX11 bridge add-ons by size against the published file (neither has a version in its name). Each game keeps the log of its own last run, so after Update all opening a game shows what was done to that game (before 0.14.20 every game showed only the last one updated). A card's "!" mark means ReShade is in the folder without the shaders the Feeder needs (a game without DLSS of its own); it is no longer shown for games that run the add-on without shaders, nor for RTXMFG, OptiScaler or the MFG add-on alone (since 0.14.20). In Advanced, unticking an "only" multi-frame-generation tick puts back the engine that was picked before it. Press the card's button, or Update all, and an MFG add-on already in the game is refreshed even when its tick is off. --check lists the same thing for one game.
Every component comes from GitHub releases. Since 0.5.1 the tool reads the public release pages (no API), so it is not subject to GitHub's 60-requests-per-hour API cap that caused HTTP 403 Forbidden for people installing into many games. If you set a GITHUB_TOKEN environment variable it is used for the API path first. Where github.com itself is unreachable (some countries block it), a proxy or VPN is the only way — the files exist nowhere else this tool trusts.
The tool reads the installed display adapters from the registry and refuses up front on anything that cannot run the model: non-NVIDIA cards (NGX does not exist there) and NVIDIA cards without tensor cores (GTX/GT/MX). Among RTX cards, expect very different costs — the DLSS 5 model is FP8 with RTX-50-only kernels; the 310.8.SF build the tool installs adds patched binaries for RTX 40 and an FP16 path for RTX 20/30. The status line shows the tier: RTX 50 full speed · RTX 40 moderate cost · RTX 20/30 heavy cost. Virtual/remote adapters (Hyper-V GPU-P, RDP, VMs) are treated as unknown and allowed. If your card is misdetected, set DLSS5ONECLICK_SKIP_GPU_CHECK=1 to bypass the refusal.
Each release's notes carry the SHA-256 of the attached dlss5oneclick.exe. Check yours with certutil -hashfile dlss5oneclick.exe SHA256 (or PowerShell Get-FileHash). Only this repository's Releases page and the linked Nexus Mods page are legitimate sources — "DLSS 5 manager/one-click" executables from other repositories, videos or websites are not this tool, and at least one such repository distributes a 500 MB binary with no source at all.
The exe is not code-signed (no publisher certificate), it is new, and it downloads DLLs into game folders — three things Windows heuristics dislike. Expect a SmartScreen "unknown publisher" prompt; if Defender quarantines the exe or, worse, the add-on files it placed in a game, restore them from Protection history, add the game folder as an exclusion, and re-run Install (it re-fetches only what is missing). Every release is built from the public source in this repository.
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A game with its own DLSS that the folder scan cannot see is set up as a game with none, and the Feeder then runs beside the game's own DLSS. Kingdom Come: Deliverance II is the known case: it worked in the menu and crashed when a save loaded, the moment the game created its own DLSS session (#118). On the Setup page, set the dropdown next to the game name (it reads "Auto: no DLSS") to Force native DLSS and Install. Diagnose now says so when the game's
ReShade.logshows a DLSS session of its own beside the Feeder's. -
Feeder path + exclusive fullscreen. Every focus change (alt-tab) makes the game recreate its swapchain; DLSS5-Feeder rebuilds its DLSS feature and can crash inside
CreateFeatureon that rebuild (Feeder issue #16, upstream). The game keeps rendering, DLSS 5 stops. Use borderless/windowed; raisingcreate_delayindlss5-feed.cfghelps. Seen on Fell & Sell; the same game ran 16,000+ frames without a crash in borderless. -
Horizontal lines during fast camera movement with frame generation. That is tearing. At 3X or 4X, frame generation outputs far more frames than a 60 Hz display shows, and with V-Sync off each one tears. Force V-Sync on for the game in the NVIDIA Control Panel (Manage 3D settings, Program settings, Vertical sync: On); confirmed on Resident Evil Requiem, RTX 3060, 4X (#112).
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Frame cost. Neural rendering at native 4K adds several milliseconds. With v-sync on at 60 Hz that shows up as a hard drop to 30 fps. Turn v-sync off, or lower
work_resolutionindlss5-feed.cfg(Feeder path, D3D11 games). -
API detection can come back unknown (Unity and monolithic Unreal exes load D3D at runtime, nothing static to read; on one machine about half of 169 games read this way). Since 0.14.11 the tool then reads what the game itself logged the last time it ran: Unity's
Player.log(%USERPROFILE%\AppData\LocalLow\<company>\<product>\, its "Version:" graphics line) and Unreal's log (%LOCALAPPDATA%\<Project>\Saved\Logs\, the RHI it loaded). A log counts only when it names this install's folder, so a second copy of the game or another game of the same name is never read. For a Steam game the tool then asks PCGamingWiki once (from 0.14.11): the Steam app ID redirects to the game's page and its "API" block ("direct3d versions = 12") settles the API when it names exactly one; a game listed on both Direct3D 11 and 12 stays unknown. The answer is cached for 60 days (7 when the wiki has none, an hour after a failed request) in%LOCALAPPDATA%\dlss5oneclick\pcgw-cache.json, and the lookup runs on a background thread or the command line, never in the window. It sends only the Steam app ID;DLSS5ONECLICK_NO_PCGW=1turns it off. On one machine the wiki had a single answer for 27 of the 62 games the tool could not read, and agreed with the tool on 35 of the 41 games both were sure about. A game that has never been run, or whose log was cleaned, and that the wiki cannot settle still comes back unknown: the tool then assumes DX12 and says so, and a DX11 game in that state would miss the bridge on add-on builds before 8. On that machine the log settled 11 games, 9 of them Unity games that really ran DX11 (Unity's default; assuming DX12 was wrong for them).--checkshows what was detected, and the Setup page's API dropdown overrides it. -
Cyberpunk 2077 on the ReShade engine: FPS drops, picture unchanged. The game drives DLSS from several threads and NGX features (Ray Reconstruction is a separate one); the RenoDX add-on reads that as many independent passes and re-creates its feature constantly — 18 times in four minutes in one log, under one evaluated frame a second (#95). Diagnose reports the churn. Use the OptiScaler engine for Cyberpunk — the pass runs inside the upscaler as one feature; confirmed working by the reporter.
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The DLSS 5 add-on and its model are a leaked, closed-source build from rhi-repo; the tool cannot vouch for them. The DLSS 5 add-on build is the newest one, release candidates included (since 0.14.3): the 8.5 release candidates are the builds with the Render hook point, while the newest stable build is still 6.5.3. Stable builds only under Show advanced options (saved for every game), or
--addon=stable, skips the candidates;--addon=rctakes them whatever the setting says. 4.70 is the next step down: 5.2.1 (September 11) came back broken in four games within three days (Dragon's Dogma 2 crash at the first evaluate, RDR2 blown-out colour, Elden Ring under Proton white, flashing in Lunar Eclipse) where 4.70 was what every reporter had working. Under Advanced a tick pins 4.70 and the classic tick pins 4.55, and those two stay pinned on later Installs and Updates.--addon=<tag>orDLSS5ONECLICK_RENODX_TAGinstalls any other build for that run; a later automatic Install treats it as the newest-build step and moves it to the newest build. With stable builds only, a release candidate this tool placed shows as out of date and goes back to the newest stable build on the next Install or Update (#116); a stable build beats its own release candidates (8.5.0 over 8.5.0-rc10). Where a game's log reports the newer builds faulting in the driver, Install still drops to 4.55 by itself, whichever build the setup list picked. The 4.x builds are also the only ones with the add-on's Enable Upscaling (WIP) option (NR upscaling that follows the game's DLSS quality preset); 5.2.1 and later replaced it with a pre-SR path, so a game that needs that option belongs on 4.70 (#109). -
DirectX 9 games are handled through dgVoodoo2 2.87.5: Install downloads the official release into the game folder, places its
D3D9.dll(x86 or x64 to match the exe) with adgVoodoo.confset to D3D11 output and at least 4 GB of reported VRAM, and ReShade then reaches the game throughdxgi.dllas usual. A differentd3d9.dllwrapper already in the folder is not replaced; the tool says so. 2.87.5 replaced 2.87.3 in 0.13.24, because Microsoft Defender flags 2.87.3 and 2.87.4.
- Protected Game Pass / Microsoft Store copies. Some Store installs are locked by Windows: the executable cannot be read and the folder refuses writes, so nothing placed there would ever load. The tool recognises a Store install (
MicrosoftGame.configabove the exe) and refuses it only when the folder is actually locked. Xbox's launch stubgamelaunchhelper.exeis the one exe Windows leaves readable in a protected copy, so before 0.14.11 it was picked as "the game" and let a locked copy through (nothing beside it is ever loaded); it is now skipped, and a folder with nothing else readable gets this message unless the folder takes writes: then the stub is the exe to install beside again (since 0.14.19), because a Store install whose real exe is unreadable but whose folder is writable can still load it (Microsoft Flight Simulator 2024 from the Store, #134, which 0.14.11 to 0.14.18 refused). It also says whether the game ships DLSS natively (read from its folder). Many Store installs are not protected and install like any other game: people run DLSS 5 in Batman: Arkham Knight, Doom and Forza from Game Pass (#107). The Steam copy of Forza Horizon 6 ships aMicrosoftGame.configtoo, and 0.13.16 to 0.13.20 refused it by mistake (#106). A locked copy works when bought on Steam, Epic or GOG instead. - 32-bit games are handled since 0.10.0 (beta, Feeder path only): the Feeder's
dlss5-feed.addon32and a 32-bit ReShade go beside the exe, and ahost64\folder getsdlss5-feed-host64.exe, a 64-bit ReShade, the DLSS 5 add-on and the two NVIDIA DLLs — the layout the Feeder README describes. The 32-bit add-on supports Direct3D 11 only; the helper's DLSS 5 panel is shown inside the game from the Feeder's Add-ons page. Verified here only as a file layout, not in a game — reports welcome on #17. - Vulkan games cannot take the ReShade engine: ReShade reaches Vulkan through a registered layer, not through a
dxgi.dllbeside the exe. The OptiScaler engine does cover Vulkan, for games that ship their own DLSS. - 64-bit DirectX 10 games (Crysis in 64-bit, which runs DX10 by default) go on the Feeder's 64-bit helper mode since 0.14.7 (from 0.14.10 the tool also recognizes them by their DirectX 10 renderer DLL, which is how Crysis shows its API; beta, not yet run in any game: the Feeder's author has only seen it work on Vulkan, and Crysis is the first DX10 test, DLSS5-Feeder#134, #114). The Feeder's normal 64-bit add-on has no Direct3D 10 backend; the helper mode is its 32-bit add-on's in-game half built as 64-bit code, which does. The tool lays the game out like a 32-bit one:
dlss5-feed-helper.addon64beside the exe instead ofdlss5-feed.addon64(a normal add-on this tool placed earlier is removed), and ahost64\folder withdlss5-feed-host64.exe, a 64-bit ReShade, the DLSS 5 add-on and the two NVIDIA DLLs. It needs Feeder 1.18.0-beta.1 or newer, picked up automatically. Limits, from the Feeder: DLAA at native size only (no work-resolution scaling), no Direct3D 12, and the motion-vector provider must not need compute shaders (LumeniteFX, the one this tool installs, is fine). If it fails, postdlss5-feed.logfrom the game folder andhost64\dlss5-feed-host.log, or the Save report zip, which includes both. Every other 64-bit game keepsdlss5-feed.addon64. - Online games — the tool refuses when it finds Easy Anti-Cheat, BattlEye, GameGuard, EA Javelin or Tencent's Anti-Cheat Expert (ACE, an
AntiCheatExpertfolder; Arknights: Endfield crashed at start with it, #113) files in the install (ReShade add-on injection is exactly what they flag: kick at best, ban at worst). Overwatch, Valorant, League (Blizzard/Riot anti-cheat, no marker files) and Roblox (Hyperion anti-tamper, which also blocks any DLL it did not load itself; not a DLSS game anyway) are refused by exe name; Overwatch additionally blocks unsigned DLLs, so add-ons fail there with error0x80090006. Some games let you switch the anti-cheat off for offline play (GTA V: untick Enable BattlEye in the Rockstar Games Launcher, or launch with-nobattleye; Rockstar's own FAQ says BattlEye is only needed for GTA Online). For those, a checkbox under the warning — or--ignore-anticheaton the command line, orDLSS5ONECLICK_IGNORE_ANTICHEAT=1— installs anyway, at your own risk: do it only if the anti-cheat really is off, and never take that install online.
Rust 2021, single crate. GUI is egui/eframe; HTTP is reqwest (rustls); archives via the zip crate.
cargo test
cargo build --release # target/release/dlss5oneclick.exe
Tests use local fakes only; no network. Verified 2026-08-31: full live installs against dummy game folders (both paths), and detection against real installs — Fell & Sell (Unity, DX11, no DLSS → Feeder), Fatal Claw (Unreal, DX11 + DLSS → native + bridge), Mortal Shell 2 (Unreal + DLSS → native), The Witcher 3 (bin\x64_dx12, native DX12), Jotunnslayer and Trails in the Sky (DX11 + DLSS → native + bridge). DLSS 5 confirmed running in Fell & Sell (feature ready … DLAA, NR evaluating, F6 toggling).
This tool only automates other people's work. The credit belongs to:
- crosire — ReShade and reshade-shaders, the injection framework everything here runs inside.
- jlrouzies-fr — DLSS5-Feeder, the add-on that builds a DLSS contract from ReShade depth + motion vectors, and the install guide this tool follows step by step.
- Afzaal (Kaidō) — LumeniteFX, the motion-vector provider (Kernel 2.0).
- PCGamingWiki (CC BY-NC-SA 3.0) — the per-game graphics API line, read for a Steam game whose API the exe and its own log do not show.
- Simple Icons (CC0 1.0) — the Steam, Xbox, Epic Games, GOG, EA, Ubisoft and Ko-fi marks in the window; the marks themselves are trademarks of their owners.
- praydog — REFramework, installed first in RE Engine games.
- clshortfuse and the RenoDX community — RenoDX, which the DLSS 5 neural-rendering add-on is built on.
- RankFTW — the rhi-repo releases that host the DLSS 5 add-on and the NVIDIA runtimes.
- NVIDIA — DLSS 5 itself and the
nvngx_dlssnr.dll/nvngx_dlss.dllruntimes. - DSOGaming — the article that put the pieces together and started this.
- Dagherbou — OptiScaler_DLSSNR, the OptiScaler fork with the built-in Neural Rendering pass, and the OptiScaler team it builds on (GPL-3).
- kibblerz — DLSS5-Reshade-AIO, the standalone add-on behind the AIO engine.
- dashdogy — Universal RTXMFG, the multi-frame generation DLL behind the "multi-frame generation only" setup.
- NIGos — dlss5-bridge, which lets DLSS 5 add-on builds before 8 work in D3D11 games that have their own DLSS.
- emilk — egui / eframe, the UI toolkit.
- Fonts: Sora by the Sora project, IBM Plex Sans by IBM, JetBrains Mono by JetBrains — all SIL OFL.
MIT for this tool. Each downloaded component keeps its own license: ReShade BSD-3; DLSS5-Feeder — see its repo; LumeniteFX — AGNYA; dlss5-bridge MIT; the DLSS 5 add-on (renodx-dlss5.addon64) — closed source, no license published; NVIDIA runtimes — NVIDIA's terms.