Everything you need to get DLSS 5 Neural Rendering running on almost any game — plus the latest official NVIDIA DLSS DLLs for every game that already has DLSS.
⬇️ Download: grab the latest release here — github.com/ShugokiFable/dlss5-aio/releases/latest. It's a 3-part 7-Zip (~635 MB total): download all 3 parts into one folder, right-click part
.001, Extract Here (7-Zip), then open START-HERE.txt.
| Pack version | v1.2.4 (2026-08-31) |
| Official NVIDIA DLSS DLLs | 310.7.129 — Super Resolution, Frame Generation, Ray Reconstruction |
| DLSS 5 neural-rendering runtime | nvngx_dlssnr.dll 310.8.0 |
| Tools | DLSS5-Swapper 1.1.1 · DLSS5-Feeder v0.6.0-beta.1 |
| Needs | NVIDIA GPU · Windows 10/11 64-bit · RTX 40/50 for DLSS 5 neural rendering |
What is DLSS 5? NVIDIA's next-generation neural-rendering upscaler — announced at GTC in March 2026 and planned for a full release in fall 2026. Its runtimes are already circulating, and the community has built tools that make it work in any game: with or without built-in DLSS, 64-bit or 32-bit, DirectX 11/12, Vulkan, even DirectX 9.
| # | Your situation | What to use | Folder |
|---|---|---|---|
| 1 | Game already has DLSS (has a nvngx_dlss.dll) and is DirectX 12 |
DLSS5-Swapper — one click, auto-backup, auto-restore | 03-DLSS5-Swapper |
| 2 | Game has no DLSS, is 64-bit (D3D11 / D3D12 / Vulkan) | DLSS5-Feeder 64-bit install | 04-DLSS5-Feeder |
| 3 | Game has no DLSS, is 32-bit (or DirectX 9) | DLSS5-Feeder 32-bit install — dlss5-feed.addon32 + the host64\ folder |
04-DLSS5-Feeder |
| 4 | Just want the latest official DLSS DLLs in games that already support DLSS | Copy the DLLs from 01 over the game folder |
01-Official-NVIDIA-DLLs |
| 5 | Prefer the old-school conversion route (FSR/XeSS frame gen on any GPU, non-RTX) | OptiScaler / DLSS Enabler — pick ONE approach per game, never mix | 05-Legacy-Optiscaler-DLSS-Enabler |
Scenario 3 is the magic one this pack is built around: NGX and the DLSS 5 add-on are 64-bit-only, so for a 32-bit game you drop the tiny 32-bit dlss5-feed.addon32 next to the game exe and the complete host64\ folder beside it. The add-on ships frames to the bundled 64-bit helper process, which does all the real DLSS 5 work GPU-to-GPU. Proven in practice: Saints Row: The Third (32-bit) — 1440p DLAA, 99,000+ frames evaluated (log from the pack owner's session, see 04-DLSS5-Feeder/README.md).
DLSS5-AIO/
├── 01-Official-NVIDIA-DLLs/ ← the official latest DLSS DLLs
│ ├── nvngx_dlss.dll 310.7.129 Super Resolution
│ ├── nvngx_dlssg.dll 310.7.129 Frame Generation
│ ├── nvngx_dlssd.dll 310.7.129 Ray Reconstruction
│ └── Streamline-2.13.0/ sl.*.dll set (NVIDIA Streamline 2.13.0)
├── 02-DLSS5-Neural-Rendering/ ← the DLSS 5 heart (community-circulated)
│ ├── nvngx_dlssnr.dll 310.8.0 Neural-rendering runtime (RenoDX build, RTX 40/50)
│ └── renodx-dlss5.addon64 0.2026.827.2036 DLSS 5 ReShade add-on (RenoDX)
├── 03-DLSS5-Swapper/ ← one-click DLSS 5 for DX12 games that have DLSS
│ └── DLSS5-Swapper-Setup-1.1.1.exe
├── 04-DLSS5-Feeder/ ← DLSS 5 for games with NO DLSS
│ ├── dlss5-feed.addon64 64-bit games
│ ├── dlss5-feed.addon32 32-bit games
│ ├── DLSS5_Feed.fx the feeder shader (→ reshade-shaders\Shaders)
│ ├── reshade-shaders/ self-sufficient: feeder shader + ReShade core headers + must-have effects
│ │ └── Shaders/ Deband, Levels, LUT, DisplayDepth, Daltonize, UIMask, qUINT_common
│ ├── feed-vk-layer.zip only if a Vulkan game's log asks for it
│ └── host64/ complete 64-bit helper env for 32-bit games
│ ├── dlss5-feed-host64.exe the helper process
│ ├── dxgi.dll ReShade 6.8.0 (64-bit, add-on build)
│ ├── renodx-dlss5.addon64 + nvngx_dlssnr.dll + nvngx_dlss*.dll + sl.*.dll
│ └── ReShade.ini pre-tuned DLSS 5 defaults (sanitized)
└── 05-Legacy-Optiscaler-DLSS-Enabler/ ← the old way (kept for reference)
├── Optiscaler/ OptiScaler (upscaler/frame-gen bridge)
└── dlss-enabler-setup_0.9.4-…exe DLSS Enabler
Provenance: this pack restructures the original !!!DLSS mod collection — GOATED NEW → folders 02 + 04, Older → folder 05 — and adds the official zofficialdlls set as folder 01, plus the missing 64-bit feeder pieces (dlss5-feed.addon64, DLSS5_Feed.fx, feed-vk-layer.zip). The reshade-shaders folder is the free-to-share set: feeder shader + ReShade core headers + standard effects (Deband, Levels, LUT, DisplayDepth, Daltonize, UIMask, qUINT_common) — motion-vector providers are not bundled (iMMERSE and LumeniteFX licenses forbid redistribution).
- NVIDIA GPU + Windows 10/11 64-bit.
- DLSS 5 neural rendering (scenarios 1–3): RTX 40 or RTX 50 series. The bundled
nvngx_dlssnr.dllis the custom build published by the RenoDX author that adds RTX 40/50 support. - Scenario 4 (plain official DLL swap): works on older RTX cards too — the new DLSS quality/preset improvements apply, but Frame Generation itself needs RTX 40+.
- Feeder installs need ReShade with add-on support (the full/unsigned build from reshade.me, ≥ 6.8). The
host64\dxgi.dllhere is the 64-bit add-on build; you still need the matching 32-bit ReShade in the game folder for scenario 3 (ReShade's installer does this automatically when it detects a 32-bit game). - Not compatible with NVIDIA Smooth Motion or OptiScaler running in the same game — disable them first.
- DLSS 5 add-on is DirectX 12 only at its core; the feeder bridges D3D11 / Vulkan / 32-bit / D3D9 to it.
- Run
03-DLSS5-Swapper\DLSS5-Swapper-Setup-1.1.1.exeand install it. - SmartScreen will warn ("Windows protected your PC") — the build isn't code-signed. Click More info → Run anyway.
- Launch DLSS 5 Swapper, drop the game folder onto it.
- It finds the game exe, works out the API, upgrades every DLSS/Streamline DLL it finds (including the ones Unreal hides under
Engine\Binaries\ThirdParty\NVIDIA\NGX\Win64), placesrenodx-dlss5.addon64+nvngx_dlssnr.dllnext to the exe, and installs ReShade (add-on build) silently. - It backs everything up first to
_DLSS5_Backup\— Restore originals puts it all back. - Run the game, open the ReShade overlay (Home), and enable DLSS 5 Neural Rendering.
Notes: DX12-only (other APIs get a warning). A game under Program Files needs the app run as administrator. English and Arabic UI.
- Install ReShade with add-on support against the game exe (Direct3D 10/11/12, tick "Enable loading of add-ons"). This puts
dxgi.dllnext to the game. - Copy
04-DLSS5-Feeder\dlss5-feed.addon64next to the game exe, and the wholereshade-shaders\folder (feeder shader + ReShade core headers + must-have effects — self-sufficient). - Copy
renodx-dlss5.addon64+nvngx_dlssnr.dll+nvngx_dlss.dllnext to the exe too (02-DLSS5-Neural-Rendering\has the first two;01-Official-NVIDIA-DLLs\hasnvngx_dlss.dll). The add-on refuses to start without the neural-rendering runtime beside it. - Motion vectors are required. The recommended LumeniteFX Kernel (
DLSS5_MV_PROVIDER=3) is a 2-minute download: github.com/umar-afzaal/LumeniteFX (itsShaders\+include\→reshade-shaders\Shaders\,Textures\lumenite_bluenoise256.png→reshade-shaders\Textures\). Providers can't ship in this pack — iMMERSE and LumeniteFX both forbid redistribution — so the bundled folder instead has everything else (headers + must-have effects). One provider only, enabled ABOVEDLSS 5 Feed. - In the ReShade overlay (Home): select
DLSS5_Feed.fx→ Preprocessor definitions → setDLSS5_MV_PROVIDERto your choice → reload effects. Enable the provider's technique, then DLSS 5 Feed below it, then enable neural rendering in the DLSS 5 Neural Rendering panel. - Check
dlss5-feed.lognext to the exe forfeature ready … DLAAandframe N delivered.
- Install 32-bit ReShade with add-on support against the game exe (
dxgi.dllshould be ~4.4 MB — that's the x86 build). - Copy
dlss5-feed.addon32next to the game exe and the wholereshade-shaders\folder. - Copy the entire
host64\folder next to the game exe — keep the folder namehost64(Game\host64\dlss5-feed-host64.exe). Everything inside is already configured (helper exe, 64-bit ReShade, DLSS 5 add-on, DLSS runtimes, tunedReShade.ini). - Motion vectors +
DLSS5_MV_PROVIDERexactly as in scenario 2 (steps 4–5). There is norenodx-dlss5.addon32— on 32-bit the RenoDX add-on stays x64 on the host side. - Enable DLSS 5 Feed in the overlay. The first fed frame spawns
host64\dlss5-feed-host64.exe(a window titled "32-bit DLSS 5 Feeder") — that's where the DLSS 5 add-on's own full panel lives. Sethost_window=0on the add-on page once you're happy with it. - DirectX 9 games: translate to D3D11 first with dgVoodoo2 (dege.freeweb.hu) — copy
MS\x86\D3D9.dll+dgVoodoo.conf+dgVoodooCpl.exenext to the exe, setDisableAndPassThru=false,VRAM=1GB,OutputAPI=d3d11_fl11_0, verify the watermark, then install the feeder normally (ReShade asdxgi.dll, neverd3d9.dll).
- Back up the game's existing
nvngx_dlss*.dllfiles. - Copy the matching files from
01-Official-NVIDIA-DLLs\over them (same filenames). - Games that use Streamline (files like
sl.common.dll): update those from01-Official-NVIDIA-DLLs\Streamline-2.13.0\. - Verify with
SHA256SUMS.txtin this folder if you want to be thorough.
See 05-Legacy-Optiscaler-DLSS-Enabler\README.md. One approach per game — never run these alongside the DLSS 5 tools.
- DLSS 5 (
nvngx_dlssnr.dll) is a neural-rendering model. Its add-on (renodx-dlss5.addon64) is a ReShade add-on that hooks a game's own DLSS calls. - A game with DLSS makes those calls → DLSS5-Swapper just drops the new runtime + add-on next to the exe and updates the old DLLs.
- A game without DLSS never makes those calls → DLSS5-Feeder makes the calls itself: it builds a DLAA "contract" from the ReShade frame + depth + estimated motion vectors, runs a real DLSS evaluate, lets the DLSS 5 add-on hook it, and writes the neural result back into the frame.
- 32-bit games can't load the 64-bit NGX/add-on → the feeder splits in two: the tiny
addon32in the game ships frames over shared GPU textures tohost64\dlss5-feed-host64.exe, a 64-bit process that does the real work and hands the result back. Nothing crosses into system memory.
Is this official? The 01 DLLs are genuine NVIDIA production builds (signed, "DVS PRODUCTION"). DLSS 5 itself is official NVIDIA tech, but its runtime here is an early community-circulated build, and the RenoDX add-on is community software. It's beta-grade: expect some temporal softness in fast motion (estimated motion vectors, not the game's real ones).
Do I need both tools? No — per game, one or the other: Swapper if the game has DLSS, Feeder if it doesn't. Both need the 02 pieces (the Swapper embeds its own copies; the Feeder reads them from host64\).
Why does a 32-bit game need the host64\ folder? NGX and the DLSS 5 add-on only exist as 64-bit code. The helper process in host64\ is a real 64-bit "fake game" that does the DLSS work and shares the results GPU-to-GPU.
What if there's ghosting/smearing when moving? Keep the feeder's motion-vector validation on, use LumeniteFX Kernel (DLSS5_MV_PROVIDER=3), and try preset=5 or 6 in dlss5-feed.cfg (legacy CNN presets clamp history harder). DRME (ReshadeMotionEstimation) does not compile on ReShade 6.8 — don't use it.
The DLSS 5 panel is stuck in STANDBY. The feeder's built-in warm-up re-creates the feature a few seconds in — it normally clears itself.
Nothing happens, no dlss5-feed.log? Architecture mismatch — a 64-bit dxgi.dll can't load into a 32-bit game and vice versa. Check which ReShade build you installed.
Does it touch my system or go online? The Swapper makes zero network requests. Nothing here installs drivers. Everything runs from the game folder.
Is it safe for multiplayer / anti-cheat games? Not guaranteed — ReShade add-ons, NGX hooking and DLL injection can trigger anti-cheat (BDO, Warframe, APB Reloaded, …). The owner saw BDO warn over similar DLSS injection software. "Technically compatible" ≠ "safe on an online account" — keep this to offline/single-player titles.
DLSS 5 = Frame Generation? No. DLAA/Super Resolution, Neural Rendering, Frame Generation and Multi Frame Generation are separate. This setup targets DLAA + DLSS 5 Neural Rendering; it doesn't promise frame gen.
Log says SuperSampling.Available=0 NeedsUpdatedDriver=0 MinDriver=0.0.
That combination means the driver is fine and NGX simply can't find a DLSS implementation to load — nvngx_dlss.dll (and nvngx_dlssnr.dll for the Neural Rendering features) must sit next to the game exe. No-DLSS games don't ship them; copy from 01-Official-NVIDIA-DLLs + 02-DLSS5-Neural-Rendering into the game folder. This is exactly why games with native DLSS (GTA V Enhanced, Palworld) "just work" — they already have the DLLs.
Log says SuperSampling.Available=0 / "DLSS is not available on this GPU/driver" (but your GPU is an RTX card and it works in other games).
First, make sure the DLLs are present — see the section above (Available=0 NeedsUpdatedDriver=0 MinDriver=0.0 = nvngx_dlss.dll/nvngx_dlssnr.dll missing next to the exe). That was the cause in every reported case so far.
Log says opening same-device D3D12 session (Unity D3D11-on-12 games)? That is normal and works. Unity games like this one render through the 11-on-12 wrapper, the feeder attaches to the game's device, and with the DLLs in place NGX initialises fine. Keep mode=2 in dlss5-feed.cfg and do not add -force-d3d11 — it's not needed (proven: Sledding Game runs DLAA with same-device, no launch flags).
Only if you still get Available=0 with the DLLs confirmed present AND a same-device session: try adding -force-d3d11 to Steam launch options as a fallback (forces pure D3D11, feeder creates its own D3D12 device).
Other quick checks: driver updated? RTX 40/50 required for the neural-rendering runtime (nvngx_dlssnr.dll). No dlss5-feed.log at all = wrong ReShade bitness (a 64-bit dxgi.dll can't load into a 32-bit game and vice versa). Motion vectors missing = DLSS5_MV_PROVIDER shows none in the log — install LumeniteFX Kernel (see scenario 2, step 4).
- Official DLSS DLLs: watch TechPowerUp / TechSpot "NVIDIA DLSS DLL" pages, or the NVIDIA/DLSS GitHub SDK releases. Version shown here: 310.7.129 (SR/FG/RR), Streamline 2.13.0.
- DLSS5-Swapper: github.com/rakanki911/DLSS5-Swapper/releases (also on Nexus: site/mods/2228).
- DLSS5-Feeder: github.com/jlrouzies-fr/DLSS5-Feeder/releases (also on Nexus: site/mods/2228's sibling pages — search "DLSS 5 Feeder").
- DLSS 5 add-on / runtime: RenoDX Discord / github.com/RankFTW/RHI (RHI auto-downloads and keeps them updated).
- After updating any DLL, re-check it against
SHA256SUMS.txtif integrity matters to you.
SHA256SUMS.txt in the pack root lists every shipped file. Verify with:
sha256sum -c SHA256SUMS.txt
- NVIDIA — DLSS 5, official DLSS/Streamline DLLs (see Streamline folder for NIS/Reflex licenses)
- jlrouzies-fr — DLSS5-Feeder v0.6.0-beta.1
- Rakan Alkhaldi (rakanki911) — DLSS5-Swapper 1.1.1, MIT
- RenoDX (clshortfuse) —
renodx-dlss5.addon64+ customnvngx_dlssnr.dll(RTX 40/50) - crosire — ReShade 6.8.0 (BSD-3-Clause)
- umar-afzaal — LumeniteFX motion vectors (Kernel + QuantMotion): linked, not bundled (AGNYA license forbids redistribution)
- MartysMods / iMMERSE (Pascal Gilcher) — motion-vector provider: linked, not bundled (license forbids public propagation)
- Niklas Haas — Deband.fx (MIT) · CeeJay.dk — SweetFX Levels · crosire — ReShade core headers + qUINT_common (all bundled, free to share)
- optiscaler + artur-graniszewski — legacy tools
- dege — dgVoodoo2 (D3D9 → D3D11, linked)
- RankFTW — RHI, the alternative DLSS 5 deploy tool (linked)
Full credits & per-component licenses: CREDITS.md / LICENSE.md. Pack assembled, documented and packaged by ShugokiFable — this is a personal-use backup & convenience pack; official tools, credit and links always go to the original authors.