Skip to content

Releases: Kizzuwatnaa/DLSS5-Autopilot

DLSS 5 Autopilot v1.6.1

Choose a tag to compare

@github-actions github-actions released this 04 Sep 21:08

A day of bug reports, fixed

v1.6.0 went out yesterday and four reports came in by this afternoon. Every
one of them is in here. Thank you to the people who filed them - two of
these would have been invisible without your logs.

DirectX 9 games: "ReShade's (vulkan layer) is missing" was wrong, and hid the real bug

Since 1.6.0 every DirectX 9 game renders through DXVK, so ReShade reaches it
as a Vulkan layer - a registry entry, not a file. "did it work?" kept
looking for a file called (vulkan layer), never found one, and told
everybody their antivirus had quarantined it. That message is gone.

Underneath it was the actual problem (#10, and Bayonetta in #2): if
ReShade's own installer had ever registered its Vulkan layer on the PC, the
tool said "already registered, reusing it" and stopped - but ReShade's
installer only registers the 64-bit layer. A 32-bit game (GTA IV,
Bayonetta and most DirectX 9 titles) cannot load that. The game ran on
Vulkan, ReShade was never in it, and there were no logs to say why.

Now the tool checks for a layer the game's architecture can load, adds
the missing 32-bit one beside ReShade's own registration when it has to,
and ignores a registration that is present but disabled. The diagnosis
reads the registry and says exactly which layer is missing; the bug report
shows the layer state, whether DXVK is still in the folder, and looks for
nvngx_dlssnr.dll in host64\ where the 32-bit route actually keeps it -
it was reported "MISSING" on every healthy 32-bit install.

If you are one of the people with this problem: install again with
1.6.1. Nothing to remove first.

Downloads through an antivirus or VPN (#7)

SSL: DECRYPTION_FAILED_OR_BAD_RECORD_MAC in the middle of a download is
something sitting inside the TLS connection - HTTPS scanning in an
antivirus, a VPN, a proxy. It used to fail three times in a row instantly
and show the raw traceback. Now it backs off between attempts, resumes the
partial file, and if it still cannot get through says what to turn off.

The scan no longer gets stuck in C:\XboxGames (#8)

The executable search has a hard budget of folders and seconds per game
directory, so a tree with thousands of empty directories and no .exe
cannot stall the scan any more. The Xbox app's GameSave and
Minecraft Launcher folders are skipped outright - neither is a game.

Red Dead Redemption 2 is not a DirectX 9 game (#12)

RDR2.exe imports d3d9.dll and nothing from DXGI, so it was labelled
DX9 and offered nothing it could use. A game that ships its own
nvngx_dlss.dll (or a D3D12 Agility SDK) cannot be DirectX 9; the label is
now DX12 with the reason spelled out, and the routes that need it appear.
(The second half of that report - the add-on missing NGX modules that load
late - is in neural-upstream itself, not here.)

Also

  • dxvk.py carried two definitions of is_dxvk; the dead one is gone.
  • Version 1.6.1; test_all.py sections 33-35 cover the above.

DLSS 5 Autopilot v1.6.0

Choose a tag to compare

@github-actions github-actions released this 03 Sep 17:42

RTX Remix + DLSS 5

A game with an RTX Remix mod now gets DLSS 5 inside the Remix runtime,
where it belongs: after Remix's own upscaler, with no ReShade, no feeder and
no add-on anywhere in the folder. Install the mod yourself as you always
would, press rescan, and the game arrives with the remix route already
chosen. Tested on GTA IV with xoxor4d's compatibility mod: path tracing and
DLSS 5 neural rendering running together.

The install does at most three things - the matching nvngx_dlssnr.dll into
.trex, an optional (and experimental) runtime swap for mods whose runtime
has no DLSS 5, and one line in rtx.conf. Uninstall reverses exactly those.
The mod's assets and runtime are never touched.

Which games have a mod is a card on the first page: every project the
tool knows about, with the ones in your own library marked, and a link to
each. Portal with RTX, Portal Prelude RTX and the Half-Life 2 RTX demo are
free and ship with Remix already inside.

Two of the mods install themselves

Where a project publishes a complete install as a plain .zip on its own
GitHub releases - the renderer included - the card offers download &
install
beside that game, with a percentage as it goes, into the folder
the scan already found. That is GTA IV and NFS Underground 2. The
file comes from the author's own release page, never a mirror, and a record
is kept so it can be taken out again.

Everything else stays a link, deliberately. Most Remix projects publish a
small proxy whose own instructions then ask for NVIDIA's runtime and a
manual rename; installing that alone would leave the game loading a
d3d9.dll with nothing behind it. The tool reads the archive first and
refuses rather than guess - and it never writes over a Remix mod that is
already in the folder.

RE Engine games (Capcom) no longer just crash and get blamed on setup

Resident Evil 2/3/4, RE7, RE8/Village and Resident Evil Requiem share a
documented problem: ReShade's add-on support - what every route here needs -
can crash the engine outright, worst on Requiem, which also carries Denuvo.
The tool recognises the engine (re_chunk_000.pak) and now installs
REFramework first, automatically, on any route: a separate mod that
loads before the game's own tamper checks and patches around them, the fix
players report using with ReShade on Requiem itself. It fetches the current
build from praydog/REFramework-nightly, which detects the running game on
its own rather than shipping one file per title. Not guaranteed on every
title or every game update, and never touches a Remix game.

dgVoodoo2 is gone; DirectX 9 goes through DXVK

DirectX 9 used to be translated to D3D11 by dgVoodoo2. That path carried a
long tail of per-game tuning - VRAM, the captured mouse cursor, a fullscreen
mode that had to agree with the game's own - and it was the least reliable
thing here. It has been removed entirely.

DirectX 9 now takes DXVK (D3D9 to Vulkan), the same translation the
D3D11 games that quit on ReShade already used, and it is no longer optional:
the feed needs a D3D11/D3D12 device to build its contract on, and ReShade on
a raw D3D9 device cannot give it one. Proven on Bayonetta - 32-bit, DirectX
9 - where DLSS 5 built at 1920x1080 and delivered frames through the Vulkan
transport.

An install made by an older release still uninstalls completely: dgVoodoo's
files stay on the cleanup list.

Play a window a few pixels short and nothing happens - now it says so

The one that cost the most to find, on Bayonetta (32-bit, DirectX 9). The
feed builds at whatever size the swap chain reports, and in a bordered
window that is the client area
: 1920x1071 instead of 1920x1080. The neural
result then never lands on the screen - while every log says success,
feature ready, tens of thousands of frames evaluated. No setting changes
anything, because nothing is wrong with the settings.

Three builds at 1920x1071 did nothing; the first build at a true 1920x1080
worked immediately. "did it work?" now detects exactly this and says to
use borderless or true fullscreen at the display's own resolution, and the
instructions after an install say it up front.

Two more things it learned from the same session:

  • A minimized game. Alt-tab out of an exclusive-fullscreen game and
    Windows reports a 160x28 client area, so the swap chain comes back that
    size and every DLSS create against it fails until the window is back.
  • A Vulkan game is no longer called dead. The "closed before it drew a
    single frame" check only knew the DXGI spelling of a swap chain, so every
    DXVK and native-Vulkan session tripped it, right beside "frames are being
    processed".

The instructions after an install also never said where the DLSS 5 panel is
on a 32-bit game. It is the page in the game's own ReShade overlay - F6
toggles it - and the 64-bit helper's separate window is not somewhere to
alt-tab to while playing: that is what tears the feature down.

Uninstall no longer leaves the translation layer behind

Installing twice backed up our own DXVK as though it were the game's
file. Uninstall then restored that backup and the game was left rendering
through DXVK for good, with nothing on disk admitting it. DXVK and
REFramework now recognise their own binary by content and skip that backup,
so an uninstall really does empty the folder.

A D3D12 game no longer reads as D3D11

Some D3D12 titles only statically import d3d11.dll, loading the real
D3D12 runtime later through the Agility SDK (D3D12\D3D12Core.dll) or
carrying DLSS Frame Generation/Ray Reconstruction, both DX12-only. Found on
Resident Evil Requiem, which this mislabelling was steering onto the
bridge route instead of the better-fitting optiscaler/native. Detected
now and labelled correctly.

Smaller fixes

  • Uninstalling a game with no install record could delete a dxgi.dll,
    opengl32.dll or D3D9.dll that belonged to something else entirely -
    SpecialK, an ENB, a separately installed ReShade, or an RTX Remix runtime.
    All three are now removed only after the file is confirmed to be ours.
  • A game on a drive that goes unready mid-session (unplugged, asleep, a
    dropped network share) crashed "what will happen?" and install with a raw
    Windows error instead of saying the folder is not there.
  • The before/after screenshot window never got the dark title bar the rest of
    the app has, and the title bar was only ever set before a window had
    finished opening - it retries now.

DLSS 5 Autopilot v1.5.0

Choose a tag to compare

@github-actions github-actions released this 03 Sep 11:53

Two new ways in, and FSR/XeSS games

  • neural-upstream (beta): for D3D12 games with DLSS. The network runs
    at render resolution, before the game's own DLSS upscales - the same
    picture for a fraction of the cost, and your DLSS quality mode still
    applies. No renodx add-on beside it. With frame generation set its
    cadence to Quality in the overlay.
  • standalone-dlssnr (experimental): brings its own feed, DLAA at native
    resolution or DLSS Super Resolution below it, and frame generation.
    Presents through its own window on top. Turn the game's DLSS, frame
    generation and anti-aliasing off first.
  • FSR 2/3 and XeSS games with no DLSS now get the OptiScaler route:
    their upscaler calls are redirected into DLSS, then neural rendering.

Every route now lists, under its description, what it will not tolerate
in the same folder and what to switch off - before you press INSTALL.

Only the shader the feed reads

The feeder install used to drop the whole LumeniteFX pack in: eight
effects ReShade compiled at every start for nothing. On a 32-bit game
behind dgVoodoo2 that compile stall was long enough for the game to crash
in its own code (Bayonetta, issue #2). Now only the selected motion-vector
shader and its includes go in; a reinstall removes the rest.

Video

  • Process a file: render a clip on disk through DLSS 5 offline, at
    native size, 2x, or 4K (DLSS Super Resolution does the upscale), with a
    style choice, into the player's processed folder. Uses video2dlssnr
    and ffmpeg, fetched on first use.
  • Webcam: pick a camera and it plays live through DLSS 5 in the
    player (ffmpeg reads it, about half a second behind); F6 to compare.
  • Open a video file and downloads folder buttons; the download path
    is shown before a download starts.
  • The player's Home key used to jump to the start of the video whenever
    ReShade's overlay was opened; that binding is removed.

Window

Dark title bar, own icon, opens maximised, crisp text on high-DPI
displays, readable greys, a taller log. The bridge is no longer labelled as
abandoned - it is maintained and tested on every release.

DLSS 5 Autopilot v1.4.4

Choose a tag to compare

@github-actions github-actions released this 02 Sep 21:29

Your own LumeniteFX is not duplicated

If lumenite_Kernel.fx is already anywhere under reshade-shaders (you
installed LumeniteFX yourself), the feeder install uses your copy instead of
dropping a second one next to it - two copies of the same technique was a
red error in ReShade's overlay. The preview says so too. A copy an earlier
install of this tool wrote is still refreshed as before. Requested in
issue #4.

DLSS 5 Autopilot v1.4.3

Choose a tag to compare

@github-actions github-actions released this 02 Sep 21:18

The feeder's own crash record is read

When the feed goes down after it has already delivered frames, it writes a
### CRASH RECORDED ### line with the exception and the step it was in,
plus a dump. "did it work?" used to see the delivered frames and say
"Working". It now reports the crash, points at the dump, and suggests the
two things worth trying first: another feeder build from the list (the
stable 0.7.0 for 32-bit games) and a lower work resolution. Seen on
Bayonetta (32-bit, DX9 through dgVoodoo2), issue #2.

DLSS 5 Autopilot v1.4.2

Choose a tag to compare

@github-actions github-actions released this 02 Sep 21:04

Another DLSS hook in the folder is called out

OptiScaler, a frame-gen unlocker or another RenoDX build rewrites the same
NGX calls as the DLSS 5 add-on. Two of them at once means flicker,
greyed-out frame-gen multipliers or nothing happening (Cyberpunk 2077,
issue #3). The install, the preview and "did it work?" now name what else
is in the folder, and the diagnosis says plainly when our add-on did not
load while other ReShade add-ons did - "add-ons loaded" no longer reads as
"working" when the wrong ones loaded.

DLSS 5 Autopilot v1.4.1

Choose a tag to compare

@github-actions github-actions released this 02 Sep 19:05

A drive letter that is not ready no longer kills the scan

A card reader with no card, a locked BitLocker volume or a drive that went
away makes Windows answer "wrong parameter" instead of "not a folder", and
one such letter took the whole Xbox, plain-folder and emulator scan down with
it (issue #2). Those scans now skip it.

Everything from 1.4.0 (video and YouTube, profiles, install preview,
before/after, emulator backends, the honest diagnosis) is unchanged.

DLSS 5 Autopilot v1.4.0

Choose a tag to compare

@github-actions github-actions released this 02 Sep 18:56

Video and YouTube through DLSS 5

A new card on the first page sets up a portable video player (MPC-HC) in a
folder of your choice and feeds DLSS 5 into it, the same way it does for a
game. Play any file, or File > Open URL with a YouTube link: yt-dlp sits
next to the player, so the stream plays live and nothing is downloaded.
F6 switches neural rendering on and off while it plays; the tool has a
button for it too. Tested at 60 fps with the feed costing about 5% of the
frame. There is no depth buffer in a video and the feed does not need one.

Paste a link into the link box and press play; a link on the
clipboard is picked up by itself. download, then play saves it first
(up to 1440p, or 4K when ticked; the first download fetches ffmpeg once,
170 MB, because YouTube only serves video and audio apart).

Command line: dlss5-autopilot.exe --video ["D:\DLSS5 Player"].

Profiles

Save the settings you liked as a named profile and pick it on any other
game. Quality / Balanced / Performance are built in.

What will happen?

A button on the install page lists what INSTALL would write, back up,
clean up and whether anything goes outside the game folder - without
downloading or writing a thing.

Before / after

A side-by-side viewer for the last two ReShade screenshots (toggle with
F6, shoot, toggle, shoot), with a PNG export.

Emulators switch themselves to Direct3D

DuckStation, PCSX2, Dolphin, PPSSPP and Xenia get their render backend set
to D3D11/D3D12 by the install (the config is backed up and restored on
uninstall). Emulators with no DXGI backend say so instead.

Xbox / Game Pass

Games under C:\XboxGames that Windows keeps unreadable are listed with
the fix (Xbox app > Manage > Files > Enable mods) instead of failing on
every scan.

Feeder version list

The pre-release tick box became a list: stable, newest pre-release, or any
exact release when the newest one breaks a game.

The diagnosis reads the folder, not just the logs

"Not run yet, or ReShade never loaded" used to be the answer to everything.
It now says which it is: ReShade's DLL gone (antivirus), an add-on
quarantined, the game not started since the install, or a log older than
the install. Shader failures that the feed does not use are no longer
reported as failures, and a flat depth buffer is explained instead of
implied.

Old d3dcompiler_47.dll no longer fakes a working install

Some games (and MPC-HC) ship a d3dcompiler_47.dll too old for the neural
pass. The feed kept reporting frames while neural rendering silently did
nothing. The installer now moves that file aside (.dlss5-off), Windows
uses its own, and uninstall puts it back. The diagnosis names it when it
sees one in an existing install.

Bug reports carry what matters

Report a bug now includes which files are in the folder, the tails of
ReShade.log and dlss5-feed.log, and the diagnosis - not just the tool's
own scan log.

DLSS 5 Autopilot v1.3.2

Choose a tag to compare

@github-actions github-actions released this 01 Sep 22:31

v1.3.2

  • Games that quit the moment ReShade loads (Metal Gear Solid V: the game
    creates its D3D11 device and exits a second later, no crash, no message,
    add-ons or not) now run through DXVK: dxgi.dll + d3d11.dll become
    a D3D11-to-Vulkan layer, ReShade loads as a Vulkan layer outside the game,
    and the feeder's Vulkan transport builds the DLAA contract. Verified on
    MGS V. Known games get it automatically; any D3D11 game can take the path
    with the new checkbox on the install page or --dxvk. DX9 games can opt
    in too (DXVK translates D3D9 as well) as an alternative to dgVoodoo2 -
    experimental; a 32-bit game gets ReShade's 32-bit Vulkan layer registered
    alongside the 64-bit one.
  • Alt-tab warning on that path. In exclusive fullscreen, leaving the game
    re-creates the swap chain and the DLSS feature with it, and that second
    creation crashes the game on the Vulkan transport. Set the game to
    borderless / windowed first, then enable neural rendering. The in-game
    checklist says so.
  • A second ReShade under another name (d3d11.dll beside dxgi.dll)
    stopped games from starting - ReShade aborts the second copy, and MGS V
    never got as far as a swap chain. Installing now moves any stray ReShade
    copy out of the way, and an uninstall without a record finds ReShade under
    every name it can load as (a game's own d3d11.dll is left alone).
  • Your ReShade settings travel. Key bindings, the overlay's tutorial
    state, fps counter and theme are carried over from the last game you set
    up, so a fresh install no longer starts from scratch. Nothing you set for
    a game is overruled.
  • Feeder 0.10.0 pre-releases ship one zip instead of loose files; the
    pre-release option works again and the checkbox now says what changes
    (DLSS 5 add-on 4.7, alt-tab fixes on the D3D11 path, no settings tab -
    preset and work area are set on the install page).
  • The work-area slider is impossible to miss now: amber handle at rest, a
    dark-amber track, bright value.
  • Step counter no longer overshoots ("10/9") when DXVK is a step.

DLSS 5 Autopilot v1.3.1

Choose a tag to compare

@github-actions github-actions released this 01 Sep 20:24

v1.3.1

  • Games that keep DLSS in a subfolder (Unreal's Engine\Plugins,
    CryEngine's Bin\Win64Shared) are recognised, so the native and OptiScaler
    routes are offered for them.
  • Launcher stubs: when a store names the .exe in the root but the game
    runs from ...\Binaries\Win64, the files go beside the real one. Start
    the game from the store as usual.
  • "No .fx files found": ReShade says this on the native, renodx-dlss and
    bridge routes because they use no shaders. The tool now says so up front
    instead of leaving you to wonder.
  • Two executables in one folder (Medieval II + Kingdoms, game + launcher)
    share one install; the tool tells you, and that uninstalling one removes
    the files for both.
  • renodx-dlss demoted. ShortFuse's new add-on is reported not working in
    many games, so it is no longer recommended anywhere but 64-bit DX9, and it
    sits last in the list. D3D11 games with DLSS go to the bridge, D3D12 games
    with DLSS to OptiScaler, games without DLSS to the feeder.
  • The work-area slider is readable when it is disabled, with the reason
    beside it.
  • Plain notice when no DLSS files were found, and where to report it.