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faisalkindi / DLSS5oneclick

git clone https://github.com/faisalkindi/DLSS5oneclick.git v0.14.25 · 4d ago

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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Star history (as recorded here)

2026-10-20 · 1,122 ★ 2026-10-23 · 1,146 ★
LanguageRust
LicenseMIT
Created2026-08-31 (1mo ago)
Last push4d ago
Watchers15
OwnerUser

Links

README excerpt
# 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 **RenoDX DLSS 5 add-on** (`renodx-dlss5.addon64`, newest build) + the DLSS 5 model (`nvngx_dlssnr.dll`). The 8.x builds bridge **DX11 games** themselves, and with a second bridge loaded they leave the game's own DLSS alone (they log "a Direct3D 11 bridge add-on of another project is loaded" and serve only other tools' D3D12 calls), so on 8.x no dlss5-bridge is installed and one this tool placed earlier is removed; builds before 8 still get it, to replay the D3D11 DLSS calls on a private D3D12 device. If that does not work in a game, the next setup down is **ShortFuse's DLSS add-on** (`renodx-dlss.addon64`, from the author of RenoDX), which hooks the game's own NGX calls in D3D11 and D3D12 itself, so no bridge is installed with it; its DX11 path has been installed and checked here as files, not yet reported from a game. 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. |
**The setup is picked for you (since 0.14.0).** The Setup page shows one line: the setup Install will use and why (the game has its own DLSS or not, DirectX version, 32/64-bit, card generation), and one **Install** button. For a 64-bit game with its own DLSS the order it tries is:
1. ReShade + the RenoDX DLSS 5 add-on, newest build, release candidates included (the default since 0.14.3; 8.5.0-rc10 today),
2. ReShade + ShortFuse's DLSS add-on,
3. the DLSS 5 add-on at 4.70 (the build every reporter had working when 5.2.1 broke four games, and the last with Enable Upscaling),
4. the DLSS 5 add-on at 4.55 (the build the Feeder's host names as passing where newer ones fault in the driver),
5. the OptiScaler engine.
**The 8.x DLSS 5 add-on's cheaper settings are written for you (since 0.14.3).** In a game with its own DLSS, Install adds to `ReShade.ini` `[RenoDX.DLSS5]`: `NRHookPoint=1` (Hook point **Render**: DLSS 5 runs on the game's image before DLSS upscales it, on far fewer pixels), `NRPasses=1` (a second stacked pass doubles the cost), `NRDetailStability=2` (**Always**, which holds grass and leaves still under Render). `EnableHooks` is left out on purpose: with no key the add-on runs through NVIDIA's NGX library and turns its Streamline hooks on by itself wh