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DLSS5oneclick

DLSS5oneclick

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One-click setup of the leaked DLSS 5 neural-rendering build for any DX11/DX12 game on RTX 20–50, wit

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One-click setup of the leaked DLSS 5 neural-rendering build for any DX11/DX12 game on RTX 20–50, wit

DLSS5oneclick

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.

Two paths, picked automatically

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 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 DLSS The 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.

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-.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.

Bug reports: one zip. The Save report button (or dlss5oneclick.exe "" --report) writes dlss5oneclick-report--.zip to your Desktop with the game folder listing, ReShade.log / dlss5-feed.log / OptiScaler.log / REFramework's 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. dlss5oneclick.exe "" --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:

Step What From
1 ReShade with add-on support, dropped as dxgi.dll ReShade_Setup__Addon.exe on reshade.me (DLL pulled straight out of the installer, nothing is run)
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-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-*)
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.

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 → **

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PublishedSep 13, 2026
UpdatedSep 17, 2026
Category开发工具
PricingFree

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