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README.md

DLSS5oneclick

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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 releasedlss5oneclick.exe.

Two paths, picked automatically

The gameWhat 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 DLSS 5 add-on (renodx-dlss5.addon64, nvngx_dlssnr.dll). The add-on hooks the game's own NGX calls directly. DX11 games also get dlss5-bridge, which replays the D3D11 DLSS calls on a private D3D12 device so the add-on can see them. No Feeder, no LumeniteFX; a Feeder left over from an earlier run is removed.
Has no DLSSThe full Feeder path below: ReShade + shader headers + DLSS5-Feeder + LumeniteFX + the DLSS 5 add-on + config.

Engine choice for games with native DLSS (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.

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). The generic Unreal/Unity fallbacks RHI offers 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.

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. dlss5oneclick.exe "<game folder>" --check prints the detected mode, API and plan without installing anything.

The no-DLSS path

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:

StepWhatFrom
1ReShade with add-on support, dropped as dxgi.dllReShade_Setup_<ver>_Addon.exe on reshade.me (DLL pulled straight out of the installer, nothing is run)
2ReShade.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)
3dlss5-feed.addon64 + DLSS5_Feed.fxjlrouzies-fr/DLSS5-Feeder
4Motion-vector provider: lumenite_*.fx, include\*.fxh, lumenite_bluenoise256.pngumar-afzaal/LumeniteFX (mainline branch)
5renodx-dlss5.addon64 (the leaked DLSS 5 add-on, 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-*)
6ReShade.ini gets PreprocessorDefinitions=DLSS5_MV_PROVIDER=3; ReShadePreset.ini enables Lumenite_Kernel above DLSS5_Feedwritten by this tool, existing keys preserved

Every file is downloaded from its upstream at install time; a re-run only fetches what is missing.

Use

  1. Run dlss5oneclick.exe (single native binary, no runtime needed).
  2. The Games page lists every installed game it can find — Steam (all library folders), Epic Games, GOG and Xbox / Game Pass — newest install first, 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. --list-games prints the same list headless.
  3. 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, so bin\x64_dx12\ and Unreal Binaries\Win64\ layouts work; Unity crash handlers, Unreal helpers and redist installers are skipped; a *-Shipping.exe is preferred). If several candidates remain, a dropdown lets you choose. The list shows what is already present.
  4. Install DLSS 5.
  5. In game: Home opens ReShade → Add-ons tab → DLSS 5 Neural Rendering panel → enable it. 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).

Updates

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.

Downloads and GitHub

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.

GPU support

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.

Verifying a download

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.

Windows Defender / SmartScreen

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.

Known issues

  • 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 CreateFeature on that rebuild (Feeder issue #16, upstream). The game keeps rendering, DLSS 5 stops. Use borderless/windowed; raising create_delay in dlss5-feed.cfg helps. Seen on Fell & Sell; the same game ran 16,000+ frames without a crash in borderless.
  • 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_resolution in dlss5-feed.cfg (Feeder path, D3D11 games).
  • API detection can come back unknown (monolithic Unreal exes load D3D at runtime, nothing static to read). The tool then assumes DX12 and says so; a DX11 game in that state would miss the bridge. --check shows what was detected.
  • The DLSS 5 add-on and its model are a leaked, closed-source build. The tool downloads whatever the rhi-repo releases currently host and cannot vouch for them.

Not handled

  • 32-bit games are handled since 0.10.0 (beta, Feeder path only): the Feeder's dlss5-feed.addon32 and a 32-bit ReShade go beside the exe, and a host64\ folder gets dlss5-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.
  • DirectX 9 and Vulkan games — different proxy / a Vulkan layer; refused.
  • Online games — the tool refuses when it finds Easy Anti-Cheat, BattlEye or GameGuard files in the install (ReShade add-on injection is exactly what they flag: kick at best, ban at worst). Overwatch, Valorant and League (Blizzard/Riot anti-cheat, no marker files) are refused by exe name; Overwatch additionally blocks unsigned DLLs, so add-ons fail there with error 0x80090006. 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-anticheat on the command line, or DLSS5ONECLICK_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.

Development

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).

Credits

This tool only automates other people's work. The credit belongs to:

License

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.

关于 About

One-click setup of the leaked DLSS 5 neural-rendering build for any DX11/DX12 game on RTX 20–50, with or without DLSS. ReShade + RenoDX add-on (or OptiScaler engine); DLSS5-Feeder + LumeniteFX for games without DLSS; dlss5-bridge for DX11. Rust, single exe.

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