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One-click DLSS5-Feeder setup for Windows games. Scans your library, verifies GPU compatibility, and configures ReShade correctly. Downloads everything at run time - bundles nothing.

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DLSS 5 Autopilot

Puts DLSS 5 neural rendering into games that never shipped it. Scans your library, reads each executable, picks the route that fits the game and your card, downloads every part from its publisher, writes the configuration, and can take all of it back out. One .exe, nothing to install, no admin.

Download the latest release · Windows 10/11 · NVIDIA RTX 20 or newer

This repository holds installer logic only. No game files, no NVIDIA binaries, no third-party code is redistributed - everything is fetched at run time from the original publishers. Credits and licensing.

What DLSS 5 is

A network that runs over a finished frame and re-lights it: materials, skin, tone. NVIDIA shipped it on 3 September 2026 in NBA 2K27, for RTX 50. The community wired it into other games through ReShade add-ons and an OptiScaler fork, and re-targeted the runtime so RTX 40, 30 and 20 run it too. This tool automates that setup. Unofficial; the tool resolves the current version of every part each time it runs.

Using it

  1. Run dlss5-autopilot.exe and press scan games. It reads Steam, Epic, GOG, EA, Ubisoft, Battle.net, Rockstar, Amazon, itch, Heroic, Xbox/Game Pass, D:\Games\* folders and 19 emulators. Anything else: choose folder. With scan library at start on - the default - later runs open straight on that library; rescan walks the disks again when you have installed or removed a game.
  2. Pick the game. The card shows what was read - executable, 32/64-bit, graphics API, whether it ships DLSS - and the route it will take.
  3. Press INSTALL. The log says what went where. Then start the game and press the key the tool named; did it work? reads the game's logs afterwards and reports what happened.

Uninstall removes exactly what was written, restores anything it replaced, and nothing else.

Which route a game gets

Which route a game gets: an RTX Remix mod means remix; 32-bit means feeder; 64-bit DirectX 9 means renodx-dlss; Vulkan means bridge with DLSS and feeder without; OpenGL and DirectX 10 mean feeder; DirectX 11/12 with DLSS means optiscaler on D3D12 (native and neural-upstream offered too) or bridge on D3D11, and feeder without DLSS

The dropdown lists every route the game allows, marks the recommended one and greys out what your card cannot run. The card under it says, per route, what it does and what must not sit in the same folder.

The graphics API comes from the executable's import table, with one exception: a d3d9.dll import is checked against the delay-load table, a D3D12 Agility SDK in the folder and the executable's own names before the game is called DirectX 9, because engines keep that import long after they stop drawing with it. When the table names no graphics DLL at all (the engine loads its renderer at run time), the tool reads the DLL names inside the exe, the imports of the DLLs beside it and the names inside the largest of them, and ranks them as the import table would: a Direct3D name anywhere outranks OpenGL or Vulkan, because an engine that can drive several backends names all of them and draws with Direct3D on Windows. A Unity game (UnityPlayer.dll beside the exe) is Direct3D 11 unless started with -force-d3d12, -force-vulkan or -force-glcore. An import table can also lie

  • R.U.S.E. links D3D11 and renders with Direct3D 9 - so the install page has a graphics api dropdown (auto / DirectX 9 / 10 / 11 / 12 / Vulkan / OpenGL); the choice is remembered for that folder.
Route What it is For FPS dial
native Krish's renodx-dlss5 add-on hooks the DLSS calls the game already makes 64-bit D3D12 games with DLSS; on an RTX card optiscaler is recommended first, native is one click away the game's DLSS mode
neural-upstream matiasLombo's add-on runs the network at render resolution, before the game's DLSS upscales 64-bit D3D12 games with DLSS cadence (every 1st/2nd/3rd frame)
optiscaler Dagherbou's OptiScaler fork (or y4my4my4m's, or wilsjo2's - which is installed with its neural pass before the upscaler, the placement it exists for; neither of those two has been run here) replaces the upscaler and runs the model over its output; no ReShade 64-bit D3D11/12 with DLSS, or with FSR 2/3 / XeSS redirected into DLSS model resolution 25-100 % - cost falls with the square; optional frame generation (FSR 3.1, any card, D3D12)
bridge NIGos' dlss5-bridge mirrors the game's DLSS contract onto a private D3D12 session D3D11 and Vulkan games with DLSS the game's DLSS mode
feeder jlrouzies-fr's DLSS5-Feeder builds a DLAA contract from ReShade's depth buffer and shader motion vectors games with no DLSS: D3D10/11/12, Vulkan, OpenGL, 32-bit (host64 helper, DirectX 9 through DXVK) work area 50-100 % (64-bit D3D11)
standalone-dlssnr kibblerz's add-on: own feed, DLAA or DLSS Super Resolution, frame generation, shown through its own window 64-bit D3D11/12, with or without DLSS; experimental run the game below native
renodx-dlss ShortFuse's add-on hooks D3D9/11/12 in-process; no bridge, no shaders 64-bit DirectX 9 (nothing else reaches it); reported failing in many other games the game's DLSS mode
remix the game has an RTX Remix mod; DLSS 5 runs inside the Remix runtime, after its upscaler. Nothing injected any game with a .trex folder beside it Remix's Neural Uplift sliders

Two things that override the diagram. A Remix mod present means remix, always - ReShade crashes a Remix game before it draws. And an online game with anti-cheat (BattlEye, EAC, Vanguard, EA Javelin, HoYoverse, GameGuard, XIGNCODE3, Denuvo Anti-Cheat, PunkBuster, FACEIT, Ricochet, ACE) is marked in the list and asks for confirmation before INSTALL: ReShade add-ons and anti-cheat do not coexist, and a ban is on the person who chooses to install anyway.

Frame generation

Two switches, both off by default:

  • Frame generation, any RTX card (optiscaler route, D3D12). OptiScaler ships AMD's FSR 3.1 frame-generation libraries; the tool turns them on with the upscaler it already runs as the input. One generated frame per rendered one - 2x - on RTX 20 through 50. Turn the game's own frame generation off; expect added latency; the HUD is the part that varies by game.
  • Multi-frame generation on RTX 40 (ReShade routes, D3D12 and Vulkan). dashdogy's RTX40MFG-Unlock raises the multiplier of a DLSS Frame Generation the game already has to 3x/4x, in memory, with the Ada temporal correction; the tool places it with Ultimate ASI Loader under a proxy name the executable imports. Offered only on an RTX 40 and only when nvngx_dlssg.dll or sl.dlss_g.dll is in the folder. Research software: higher multipliers and Vulkan can freeze or crash. The multiplier is chosen in ReShade's DLSS MFG tab.

The first works in any D3D12 game on the optiscaler route; the second only raises a multiplier the game already has. NVIDIA's own multi-frame generation stays an RTX 50 feature.

Where the files come from

nvngx_dlss.dll (super resolution) and nvngx_dlssg.dll (frame generation) are fetched from NVIDIA's own repository, read at its release tag. nvngx_dlssd.dll (ray reconstruction) can be swapped the same way, and only for a game that already ships one - the dropdown does not appear otherwise, and not on the optiscaler or remix routes, whose install cannot act on it. The game's own file is backed up and comes back on uninstall, and the download is checked for being a 64-bit Windows DLL before anything is overwritten.

A swap is worth knowing two things about: a launcher that verifies its files puts its own copy back, and in an online game an anti-cheat can treat a changed file as tampering. For anything you play online, leave these on "keep the game's own".

Neural rendering itself is not in NVIDIA's SDK. nvngx_dlssnr.dll comes from the community build that matches your card, which is what the next section is about.

Your graphics card

nvngx_dlssnr.dll is compiled per architecture. NVIDIA's build is FP8 for RTX 50; the community re-targeted it for older cards. The tool detects the card, picks the matching build, then opens the file and checks its CUDA fatbin records against the card before installing it.

Card Build Cost
RTX 50 310.8.0, NVIDIA's own full speed
RTX 40 310.8.0-RTX40, community, sm_89 moderate
RTX 20 / 30 310.8.SF / SF-v2, community, FP16 heavy - about half your fps at 100 % model resolution; use the dial
GTX, RTX 16 - does not run
AMD, Intel - not from here - see below

Neural rendering runs inside NVIDIA's nvngx_dlssnr.dll, so a Radeon or an Arc card has no runtime for it to use. Two projects run the network on Radeon through HIP (RDNA 3 / RDNA 4 with HIP 7, Direct3D 12) and their users report both working, at a heavy cost. Neither can be installed from here: the open one keeps the runtime DLL and its weights in a Discord channel rather than in its releases, and the other is closed source. The tool says so when it finds an AMD card, and this becomes a route the day either of them publishes the whole thing.

Swapping the DLL alone does nothing on any card: a game has to ask for neural rendering, and outside NBA 2K27 none do. That request is what the add-on or OptiScaler makes.

In the game

The keys below are the defaults. A keyboard without an Insert or a Home key has no way into the overlay at all, so the overlay key setting on the install page rebinds both ReShade's and OptiScaler's, and every instruction the tool prints then names the key that was chosen.

Route Keys
optiscaler Insert opens the overlay; neural rendering is already on
native · bridge Home → DLSS 5 tab → neural rendering on (F5 toggles it in add-on 4.6+); keep the game's DLSS on
neural-upstream Home → NR Pre-Upscale tab; keep the game's DLSS on; with DLSS Frame Generation set the cadence to Quality
feeder Home → tick LUMENITE: Kernel 2.0 (or VORT) and DLSS 5 Feed, provider above the feed → DLSS 5 panel → on. 32-bit games: the panel is a separate helper window beside the game
renodx-dlss Home → RenoDX DLSS tab; already on
remix Alt+X → Developer Settings → Post-Processing → Enable Neural Uplift
standalone-dlssnr F10 compares

Everywhere: MSAA/SSAA off. Set resolution and display mode before turning neural rendering on - the feature is built for one back-buffer size, and a rebuild mid-session is where crashes live. Prefer borderless over exclusive fullscreen for the same reason. "No .fx files found" in ReShade's overlay is normal on the add-on routes; the add-on tab is what matters.

Settings worth knowing

  • work area (the slider; on the optiscaler route its ini and log call the same dial model resolution): 75 % is about half the cost of 100 %, 50 % a quarter. The frame keeps full detail; only the model's contribution is computed small.
  • Feeder build: stable, newest pre-release, or any exact release when the newest breaks a game. Builds before 0.8 pair with add-on 4.55 and the tool pins it. OpenGL games are pinned to 4.60 (4.70 stalls on GL).
  • Motion vectors (feeder): LumeniteFX Kernel by default; VORT Motion (optical flow) on OpenGL, where LumeniteFX reads nothing - the tool installs whichever is chosen and puts it above the feed.
  • Profiles: save the dials under a name; Quality / Balanced / Performance are built in.
  • scan library at start (games page): off means no scan at all - rescan and choose folder still work. The scan never walks a whole disk (launcher registries, XboxGames, folders named Games and the like, emulator locations) and skips removable drives. What it finds is kept in %LOCALAPPDATA%\dlss5-autopilot\library.json, so later launches show the list at once; a game that has changed on disk since is read again, and rescan always does the full walk.
  • aim for _ fps (optiscaler, and the feeder's 64-bit D3D11 path - the same places the work-area slider applies): put in the frame rate you want and the tool works out the work area to reach it, from what the last runs of that game actually measured. It says how confident it is and never applies anything on its own.
  • Overlay key: ReShade opens its panel on Home and OptiScaler on Insert. A keyboard with neither can bind another key here, once, for every game.
  • Ray reconstruction: a game that ships nvngx_dlssd.dll can have it replaced with a newer build. It is a swap - the game's own file is backed up and comes back on uninstall - and the tool says what that means for a launcher that verifies its files and for an online game's anti-cheat.
  • What will happen? lists what INSTALL would write, back up and remove, without writing anything.
  • Before / after puts the last two ReShade screenshots side by side.
  • Check versions: games you set up earlier are checked against what their publishers offer now; update (N newer) appears in the list.
  • The tool updates itself: a new release downloads in the background, its SHA-256 is checked against the SHA256SUMS.txt GitHub published, and the top bar offers a one-click restart. "auto_update": false in %LOCALAPPDATA%\dlss5-autopilot\settings.json keeps it manual.

Video, YouTube, webcam

The feed does not care what draws the frame. The video and youtube page (on the left) fetches a portable MPC-HC into a folder of your choice, sets its renderer to D3D11 and installs DLSS 5 into it like a game. Open a file, paste a YouTube link (played live via yt-dlp, or downloaded first), render a clip through DLSS 5 offline with process a file, or point a webcam at it. F6 toggles the effect while playing. Neural rendering redraws the whole window, menus included; expect text to look hand-drawn.

Anything on your screen. The screen row captures part of the desktop (Desktop Duplication on the GPU, NVENC, 30 fps) and plays it through DLSS 5 about half a second behind: a browser playing YouTube or Twitch, an emulator, a video call, a game with anti-cheat. Two methods: screen - with one monitor the left 62 % of the screen is captured and the player is parked on the right, on top; with two monitors the whole screen is captured and the player goes to the other one. window - one window from the list is captured on its own, wherever it is and whatever covers it, so the player can go fullscreen over it. Nothing is injected into the source; the delay makes this for watching, not for playing.

RTX Remix

A Remix mod rebuilds an old DirectX 8/9 game with path tracing. Once one is installed its runtime sits in a .trex folder beside the game; press rescan, the game appears with remix chosen, and INSTALL does three things: the matching nvngx_dlssnr.dll into .trex, one line in rtx.conf, and - only if you tick swap the Remix runtime - a DLSS 5-capable community runtime in place of one that has no neural pass (original backed up; experimental, it can undo a mod's own fixes).

The rtx remix page on the left names the games in your library that have a mod. Its button opens a list of every project the tool knows about; for the two that publish a complete install as a plain zip on their own releases page - GTA IV and NFS Underground 2 - the list offers download & install when the game is in your library. Nothing is mirrored; every other project is a link.

Known Remix projects
Game Mod
Portal with RTX · Portal: Prelude RTX · Half-Life 2 RTX official, already Remix
Grand Theft Auto IV xoxor4d/gta4-rtx - the one this tool was tested against
Need for Speed: Underground 2 Ekozmaster/NFSU2-RTX-Remix
Garry's Mod Xenthio/garrys-mod-rtx-remixed
Deus Ex onnoj/DeusExEchelonRenderer
Thief Gold Night1099/thief-gold-rtx-remix
Morrowind BrunchyChineapple/Morrowind-RTX-Remix-source
Vampire: Bloodlines CattoSalad/VTMB-RTX-Remix
Prince of Persia: Sands of Time kaminoer/pop-sot-rtx
Saints Row 2 · Saints Row: The Third BRAGme/sr2-rtx-remix-proxy · PurrsianMilkman
Red Faction · Total Overdose · Assassin's Creed II BRAGme/RedFaction-RTX · Utkar5hM · Kamzik123/ac2-rtx
Populous: The Beginning · Silent Storm · Dungeon Keeper 2 xmarre · WormSlayer · mencelot
GTA: Vice City · Cry of Fear · Chess Titans GmanRO · michaelabilliot · Kamilkampfwagen-II

More on ModDB. A mod existing is not the same as it running well.

When it does not work

did it work? reads ReShade.log, dlss5-feed.log, OptiScaler.log, the DXVK and Remix logs, and - when the game left no log at all - Windows' own Application Error record, and names the cause.

The game closes a second after starting, no message

Some games quit the moment ReShade hooks Direct3D (Metal Gear Solid V is the known one). The tool runs those through DXVK: the game renders on Vulkan and ReShade loads as a Vulkan layer outside it. Any D3D11 game can take that path with the checkbox on the install page or --dxvk; DirectX 9 always does. Use borderless there - alt-tab in exclusive fullscreen re-creates the swap chain, and the second feature creation crashes.

The desktop mirror changes, the VR headset does not

A VR game that runs on OpenXR draws the headset's image through it; the desktop window is a mirror of it, and that is where a proxy DLL or the Vulkan layer puts ReShade. The VR headset (OpenXR) checkbox on the install page (or --vr) registers ReShade's OpenXR layer as well, which hooks the image the headset shows. Games on OpenVR/SteamVR are not reached by it. It is global for the user, like the Vulkan layer, and the last VR uninstall removes it. This has not been tried with a headset by the author. It is offered as an experiment; a report of what happens, either way, is what it needs.

Driver 616.64 or newer: everything loads, nothing changes

NVIDIA's DLSS 5 launch drivers route the neural feature into the runtime itself, and the renodx-dlss5 4.6/4.7 add-on faults on every evaluate there (measured by the feeder's author: 4.7 passes 0/300, 4.55 passes 300/300). With the add-on dropdown on auto the tool installs 4.55 on these drivers; a build picked from the list is used as picked. That is a way round it and not a fix - some games fault on 4.55 too.

For a 64-bit D3D11 or D3D12 game, the standalone route is worth trying before the driver: it runs its own feed and does not load renodx-dlss5. It is experimental; the compatibility list is where the evidence for it builds up. The bridge route works around the fault in memory (dlss5-bridge 1.4.9). Rolling the driver back to 616.56 is the surer test, and 616.56 works with every build. On these drivers Failed to find NVSDK_NGX_..._EvaluateFeature in ReShade.log does not mean the driver is too old - updating is not the answer there.

Everything says it works and the picture never changes

A bordered window makes the swap chain the client area - 1920x1071 instead of 1920x1080 - and the neural result never lands on screen while every log reports success. Use borderless or true fullscreen at the display's own resolution, then press F6. Found on Bayonetta.

"ReShade Vulkan layer is not registered"

DirectX 9 and Vulkan games reach ReShade as a Vulkan layer - a registry entry, not a file. A 32-bit game needs the 32-bit layer; ReShade's own installer registers only the 64-bit one. Install again: the tool adds the missing one and says so in the log.

It worked, then stopped after a display change

The contract is built on ReShade's depth buffer, matched against the back buffer. Borderless vs fullscreen, Windows scaling or a render scale below 100 % can leave none selected. ReShade → Add-ons → depth buffer list: one entry must be selected; if none, turn off Use aspect ratio heuristics.

A Capcom RE Engine game crashes the instant ReShade loads

RE Engine rejects ReShade's add-on support on several titles, worst with Denuvo (Resident Evil Requiem). The tool detects the engine and installs REFramework first, which loads before the engine's own checks. Not guaranteed on every title or update.

Antivirus quarantined a file

renodx-dlss5.addon64, nvngx_dlssnr.dll and OptiScaler are unsigned, new, uncommon and hook graphics APIs - everything heuristics look for. The tool notices the missing file and names it; restore it and exclude the game folder. A download that dies with SSL: DECRYPTION_FAILED is an antivirus or VPN inside the HTTPS connection; turn that off for the tool.

The tool does not list my game

Not every launcher is in the registry, and an executable locked at scan time (antivirus, an updater, OneDrive placeholders) cannot be read. open log file shows what each store returned; choose folder always works. Xbox/Game Pass: only games whose publisher allows modding show Manage > Files > Browse (or Enable mods) in the Xbox app - use it and rescan; without it the folder cannot be modified by anything, and the Steam version can.

Reading the logs yourself
Line Meaning
feature ready … DLAA the contract was established
frame N delivered frames are being processed
MV probe … N% non-zero should not be 0 % while moving
CreateFeature raised exception 0xC0000005 add-on / feeder version mismatch, or a runtime that does not match the card

Bugs: report a bug in the tool asks two questions - did the game start, and what happened - and then opens a GitHub issue already filled in with version, card, driver, game, route, the last diagnosis, the log tails and, when Windows recorded one, the faulting module of the crash. Nothing is sent by itself - you see it in the browser and decide.

share the result does the same for the compatibility list: the game's name and executable, the route and build, the graphics API, the card and driver, this tool's version, whether it worked, and the one-line verdict the diagnosis reached. No paths, no user name, nothing else. Those results are added up into one file the tool reads before an install; once a game has five results, the next person with it is told which route worked most often, and whether the one they picked did worse. The issue is closed as soon as it is read - it is a record, not a bug report - and still counts.

Command line

dlss5-autopilot.exe "D:\Games\Game"                 install
dlss5-autopilot.exe "D:\Games\Game" --check         detect only, write nothing
dlss5-autopilot.exe "D:\Games\Game" --remove        uninstall
dlss5-autopilot.exe "D:\Games\Game" --route feeder  native, upstream, optiscaler, renodx, bridge, feeder, standalone, remix
dlss5-autopilot.exe "D:\Games\Game" --route remix --remix-swap   replace a Remix runtime that has no neural pass
dlss5-autopilot.exe "D:\Games\Game" --dxvk          run the game on Vulkan through DXVK (--no-dxvk turns the automatic choice off)
dlss5-autopilot.exe "D:\Games\Game" --vr            register ReShade's OpenXR layer as well (VR, OpenXR games; untried with a headset)
dlss5-autopilot.exe "D:\Games\Game" --route optiscaler --opti-build y4my4my4m   another OptiScaler build than Dagherbou's (not run here)
dlss5-autopilot.exe "D:\Games\Game" --route optiscaler --opti-build wilsjo2     ...the neural pass before the upscaler, 1-3 passes (not run here)
dlss5-autopilot.exe --video ["D:\DLSS5 Player"]     set up the video player

Is it safe

  • Every release is built by GitHub, not uploaded by a person. A version tag runs release.yml on GitHub's runner, which builds the exe from the commit you can read, writes SHA256SUMS.txt and attaches a signed provenance attestation. certutil -hashfile dlss5-autopilot.exe SHA256 against the release page; gh attestation verify dlss5-autopilot.exe --repo Kizzuwatnaa/DLSS5-Autopilot.
  • Or skip the exe: plain Python, standard library and tkinter only, no PyPI packages. git clone and python dlss5_autopilot.py.
  • It writes only into the game folder you pick (plus, for Vulkan games, one per-user registry value it announces first and removes with the last Vulkan game), keeps its cache in %LOCALAPPDATA%\dlss5-autopilot, never asks for administrator rights, and sends nothing anywhere: no telemetry, no account.
  • Network access, and nothing else: reshade.me, raw.githubusercontent.com, api.github.com, github.com, objects.githubusercontent.com, codeload.github.com. Every URL lives in core/sources.py.
  • Antivirus warnings. Defender's cloud heuristics (Wacatac.B!ml, Ulthar.A!ml - the !ml is a confidence score, not a match) can delete a new release in its first hours, before enough PCs have run it; the same file is left alone a day later. Every release is submitted to Microsoft as a false positive when it is published; if it happens to you, Windows Security → Protection history → Restore → Allow, or run from source. SmartScreen's Windows protected your PC is the missing paid certificate, not the file: More info → Run anyway. Report false positives: https://www.microsoft.com/en-us/wdsi/filesubmission.

Code signing policy

Free code signing provided by SignPath.io, certificate by SignPath Foundation. Signing happens inside the GitHub Actions release workflow, on GitHub-hosted runners; SignPath verifies that a build came out of that workflow before it signs it, so a signed dlss5-autopilot.exe is exactly what the tagged commit builds.

  • Team roles. Author, reviewer and approver: Kizzuwatnaa (project owner). Changes proposed by others are reviewed by the owner before they are merged; only the owner approves a signing request.
  • Privacy policy. This program will not transfer any information to other networked systems unless specifically requested by the user. It downloads the components it installs from the publishers listed under Network access and sends nothing anywhere: no telemetry, no account. The components it installs are third-party software with their own terms, linked below.

Credits and licensing

This tool is a downloader and configurator. It bundles nothing; each component stays under its own licence, fetched from its own publisher.

Component Project Licence
ReShade, shader headers crosire/reshade · reshade-shaders BSD-3-Clause · per file
DLSS5-Feeder jlrouzies-fr/DLSS5-Feeder see repository
dlss5-bridge NIGos/dlss5-bridge MIT
neural-upstream matiasLombo/neural-upstream MIT
standalone-dlssnr kibblerz/DLSS5-Reshade-AIO Apache-2.0
OptiScaler DLSS-NR fork Dagherbou/OptiScaler_DLSSNR GPL-3.0
OptiScaler fork, multi-frame generation y4my4my4m/OptiScaler_DLSSNR_Multipass_MFG GPL-3.0
OptiScaler fork, neural pass before the upscaler wilsjo2/OptiScaler-DLSSNR-PreSR-Multipass GPL-3.0
LumeniteFX · VORT shaders umar-afzaal/LumeniteFX · vortigern11/vort_Shaders AGNYA · MIT
DXVK doitsujin/dxvk zlib/libpng
REFramework (RE Engine games only) praydog/REFramework-nightly MIT
Remix runtime with DLSS 5 (swap option only) lunks/dxvk-remix-plus-dlssnr see repository
RTX40MFG-Unlock, Ultimate ASI Loader (multi-frame generation option only) dashdogy/RTX40MFG-Unlock · ThirteenAG/Ultimate-ASI-Loader MIT · MIT
MPC-HC, yt-dlp, ffmpeg (video only) their own releases GPL / Unlicense / GPL
RenoDX DLSS 5 add-ons (Krish, ShortFuse) community mirror RankFTW/rhi-repo proprietary, no public licence
NVIDIA DLSS runtimes (super resolution, ray reconstruction, frame generation) NVIDIA/DLSS NVIDIA DLSS SDK licence
NVIDIA NGX neural-rendering runtime community mirror RankFTW/rhi-repo proprietary, no public licence

The DLSS 5 add-ons and the neural-rendering runtime are closed-source with no published licence. They are not in this repository, not in the release archive, and not redistributed here; the tool downloads them from a public community mirror exactly as a person would by hand. If you are not comfortable with that, do not use this tool. The three NVIDIA runtimes are taken from NVIDIA's own repository under NVIDIA's SDK licence; the mirror's builds of the same three stay in the list behind them, so a build picked by hand can still come from the mirror. Remix mods are never mirrored. Nothing here is affiliated with or endorsed by NVIDIA, ReShade, RenoDX, OptiScaler, RTX Remix or any project above. The installer's own code is MIT - see LICENSE. Rights holders: open an issue and it will be addressed.

Thanks to perseval-BLR/dlss5-classic-games for the OpenGL findings.

Building, tests, layout
build.bat                      needs Python 3.10+ and pyinstaller; the release build is GitHub's
python test_all.py             the whole suite
python test_install.py         end-to-end install + uninstall in temp folders
python test_clean_machine.py   empty cache, no local files
dlss5_autopilot.py    entry point (GUI + CLI)
core/games.py         library scanning     core/emulators.py   emulator profiles
core/library.py       the library, kept between launches
core/pe.py            PE parsing, API detection, exe ranking
core/gpu.py           card, driver, CUDA architecture, build tiers
core/dlss.py          which route fits the game and the card
core/sources.py       every download URL and version pin
core/net.py           download, cache, extract
core/installer.py     install engine, route switching, uninstall
core/optiscaler.py    the OptiScaler route      core/remix*.py    the Remix route
core/vulkan.py        ReShade as a Vulkan layer  core/dxvk.py      D3D9/D3D11 -> Vulkan
core/refw.py          REFramework               core/anticheat.py anti-cheat markers
core/reshade_ini.py   ReShade.ini and presets    core/feedcfg.py   feeder / bridge cfg
core/diagnose.py      logs -> verdict, bug-report body
core/wincrash.py      Windows' own Application Error record
core/autotune.py      the work area to reach a frame rate, from what it cost
core/community.py     what other people found in this game
core/reportui.py      the two questions a bug report needs answered
core/components.py    are the installed parts still current?
core/update.py / selfupdate.py    update check, verified swap-in
core/video.py         MPC-HC, YouTube, offline processing, webcam
core/gui.py           interface

_tools/upstream_watch.py     what moved upstream, and what they say they fixed
_tools/replay_report.py      a bug report's own logs, through the diagnosis
_tools/gui_scale_check.py    the window measured at other display scalings
_tools/walkthrough.py        the real window, driven through every route
_tools/detect_check.py       what every game in a library detects as
docs/releases/               the notes for every release, named after its tag

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One-click DLSS5-Feeder setup for Windows games. Scans your library, verifies GPU compatibility, and configures ReShade correctly. Downloads everything at run time - bundles nothing.

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