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.
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.
- Run
dlss5-autopilot.exeand 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. - 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.
- 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.
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.
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.dllorsl.dlss_g.dllis 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.
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.
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.
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.
- 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.dllcan 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.txtGitHub published, and the top bar offers a one-click restart."auto_update": falsein%LOCALAPPDATA%\dlss5-autopilot\settings.jsonkeeps it manual.
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.
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.
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.
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
- Every release is built by GitHub, not uploaded by a person. A version
tag runs
release.ymlon GitHub's runner, which builds the exe from the commit you can read, writesSHA256SUMS.txtand attaches a signed provenance attestation.certutil -hashfile dlss5-autopilot.exe SHA256against 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 cloneandpython 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 incore/sources.py. - Antivirus warnings. Defender's cloud heuristics (
Wacatac.B!ml,Ulthar.A!ml- the!mlis 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.
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.
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