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Releases: SenjuWoo/dlss5-aio
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DLSS 5 AIO 2.0.1
DLSS 5 AIO 2.0.1 fixes recovery and trust-boundary defects found in the second whole-project audit. Upgrade before using v2.0.0 install/uninstall actions.
Changes from 2.0.0:
- Stop replacements when backups or recovery checkpoints fail; journal verified bytes before writes and retain incomplete recovery records.
- Preserve later personal edits, untracked files and originals through reinstall, removal, tuning and optional frame-generation changes.
- Reject recovery paths outside the selected game; coordinate game, cache and profile mutations across processes.
- Bind cached downloads to their source, validate archives before extraction and enforce transfer/extractor limits.
- Verify the entire self-update package and native replacement rollback. New unpinned NVIDIA mirror builds require a valid NVIDIA signature and matching SR/FG/RR product identity.
- Keep active writers alive during shutdown; fix recovery CLI gates, runtime detection, emulator settings, comparison exports and report privacy.
- Restore missing DLL targets correctly in the separately tested legacy refresher.
The portable ZIP is a complete release. Extract it into a new folder and run DLSS5-AIO.exe; existing AIO preferences remain in their separate profile. Proprietary game/runtime DLLs are downloaded when needed and are not included in this ZIP.
Recovery limit: old manifests/backups without byte hashes cannot be certified retroactively. AIO preserves unproven files/backups and reports incomplete recovery for manual review. The update cannot reconstruct bytes already lost by an older version. Close games and other mod managers before changes; third-party writers do not share AIO's locks.
Verified release gates and exact remaining gaps are recorded in STATE.md and docs/AUDIT.md. Fixture installation and native/package checks do not establish in-game rendering, FPS or universal compatibility. The faster NR model announced October 13 is scheduled for October 16; SR/FG/RR 310.9.16 is a separate maintenance snapshot. AMD/Intel entries remain verified dated pins.
Log: %LOCALAPPDATA%\dlss5-aio\aio.log. Detailed logging is available in help or with --debug.
Release validation: source 94ef9d9; Windows CI 38818633156 and CodeQL 38818632642 passed all four checks. Post-scan Dependabot, code-scanning and secret-scanning alerts: zero open. 142 AIO tests, 17 catalog tests, 23 scanner tests, 6 ReShade scenarios and 46 refresher checks on each PowerShell engine passed. The CI-built package was independently extracted and its real CLI/native GUI checked. SHA256SUMS.txt covers the EXE and ZIP.
DLSS 5 AIO 2.0.0
Superseded by v2.0.1, which fixes the recovery defects below. Upgrade before using install/uninstall actions.
Known recovery issues found during the October 15 re-audit: v2.0.0 install/reinstall/uninstall can lose later personal edits or untracked files after backup failures; malformed install records can also affect paths outside the game folder. Avoid these game-file mutation actions until the recovery patch is released. Existing assets and tag remain unchanged for traceability.
DLSS 5 AIO 2.0.0 replaces the manual multi-tool workflow with one portable game application.
- Discover games, inspect renderer/bitness, preview and install a compatible neural-rendering route, diagnose logs, and uninstall with preserved originals.
- Maintain 12 compatible NVIDIA/AMD/Intel runtime families, including verified NVIDIA SR/FG/RR 310.9.16; SDK 310.9.1 remains selectable.
- Add SHA256/size/PE/version validation, staged copies, reentrant game/cache locks, and recovery that preserves later personal edits.
- Repair the legacy refresher's backup, restore, failure reporting and source validation; verify it on Windows PowerShell 5.1 and PowerShell 7.
- Exclude screen/video workflows and isolate AIO preferences from installed third-party apps.
The 2x faster neural-rendering model announced October 13 debuts October 16. This release does not claim an unreleased model or universal game compatibility.
Validation: Windows source tests, both refresher engines, actual cached x64/x86 component installation/restoration and route switching, native GUI launch, fresh portable package tests, exact-SHA CI/CodeQL, with asset SHA256 values recorded. Real-game FPS/visual output and Vulkan/OpenXR runtime behavior are not newly tested.
Download the ZIP for the application and notices, or the standalone EXE. Runtime components are fetched when needed. SHA256SUMS.txt covers both assets. Prior v1.4.8 remains available for rollback.
v1.4.8 - folder 06: 13x faster scan, newest pack wins
Folder 06 got 13x faster, and its pack search no longer picks the wrong pack.
Speed
The scan was doing the same work 16 times over: one full recursive walk of every root per
filename, then hashing every file it met.
- One walk per root, matching names as it goes, using raw .NET enumeration instead of
Get-ChildItem(which builds aFileInfofor all 900k files it walks past — 44s versus
14s on one Steam library). - Hashing is now lazy. It only reads a file when the version comparison can't settle the
question. Startup dropped from 8s to 1s; it no longer SHA-256s ~200 MB of source DLLs to
answer a question nothing asked.
Full scan of the same six roots: 434s → 33s, byte-identical verdicts.
Correctness
- The newest pack wins, not the nearest. Two extracted packs near the tool used to mean
the first one found was used - an old pack would silently report your current DLLs as
"already current". It now ranks every pack it finds by thenvngx_dlss.dllversion and
reports which one it chose. - Each ancestor gets its own search budget. A single shared budget was eaten by the first
ancestor and never reached a pack nested three folders deep.
v1.4.7 - folder 06 runs from the source repo (finds the pack itself)
Folder 06 now works when you run it from the source repo.
Why
The tool refused to run outside the extracted pack — correctly, since the repo carries
the code but none of the binaries — but the only way out was to know the -SourceDir
flag. Double-clicking it in a repo checkout just failed.
What changed
- It finds the pack itself. If the DLLs aren't next to it, the tool walks up to
three parent folders and searches each one breadth-first (capped at 400 directories,
so it stays quick) for a01-Official-NVIDIA-DLLsthat actually contains
nvngx_dlss.dll. It prints which pack it used. - Menu option 8 takes a path when the search misses, and clears it again on an
empty answer. - The error message is still there for the genuinely hopeless case, with the exact
command to fix it.
Verified from a repo checkout: finds the pack three levels away, resolves all 16
managed files, scans normally.
v1.4.6 - folder 06: report fixes (blank count on single-row scans, truncated paths)
Two report bugs in folder 06, both found by verifying the shipped artifact.
Fixed
Scanned:printed a blank count when exactly one file was reported.
Scanned: file(s) | to update: 1 | ...— PowerShell unrolls a one-element
collection when a function returns it, so$rows.Countcame back null. Every scan
during development happened to return more than one row, so it stayed hidden.
Regression assertion added to the self-test (now 16).- The report truncated paths.
Format-Tablesilently cuts the Path column at the
console width, so long game paths showed asC:\Program Files (x86)\Steam\steamap...
— you could see that something needed updating but not what. Files that need the
update now print their full path on its own line; the rest print one row per line.
Both were caught by running the verification against the extracted release rather
than the working tree — the same discipline that caught the v1.4.0 launcher bugs.
v1.4.5 - folder 06: kernel anti-cheat games skipped by default
Folder 06 now skips kernel-anti-cheat online games by default.
Why
The tool warned about anti-cheat games but left the decision to -Exclude, and that
warning was easy to get wrong: the folder is MarvelRivals, the game is "Marvel Rivals".
Pass -Exclude "Marvel Rivals" and nothing matches, so -Apply swaps DLLs in an online
game anyway. That is exactly what happened here.
What changed
- Built-in skip list — Fortnite, Marvel Rivals, Star Citizen, Battlefield, Call of Duty,
Overwatch, The Finals, Helldivers 2, Palworld, Halo, GTA V Enhanced, Black Desert,
Warframe, Destiny 2, Valorant, Apex Legends, Escape from Tarkov, PUBG, Rainbow Six,
Elden Ring, The Division. They still appear in the report, marked with the reason.
-ForceOnline(menu option 7) overrides it. - Name matching ignores spaces and punctuation, so
-Exclude 'Marvel Rivals'now
catches aMarvelRivalsfolder. Same forStar Citizen/StarCitizen. - The summary line separates
currentfromskipped onlineinstead of lumping them.
The self-test grew to 15 assertions and now covers this case directly: a fixture
folder named MarvelRivals must be skipped by default, left untouched by -Apply, and
swapped only with -ForceOnline.
v1.4.4 - folder 06: updates every DLSS file (Streamline, DLSS 5, feeder), not just nvngx_dlss*
Folder 06 now updates every DLSS file the pack ships - not just nvngx_dlss*.dll.
What changed
Wider scan. It used to look for four filenames. It now covers the whole managed set:
nvngx_dlss.dll/nvngx_dlssg.dll/nvngx_dlssd.dll- Streamline —
sl.common.dll,sl.dlss.dll,sl.dlss_g.dll,sl.dlss_nr.dll,sl.interposer.dll,sl.nis.dll,sl.pcl.dll,sl.reflex.dll - DLSS 5 —
nvngx_dlssnr.dll,renodx-dlss5.addon64 - Feeder —
dlss5-feed.addon64,dlss5-feed.addon32,DLSS5_Feed.fx
On a real install that is the difference between finding 6 files and finding 14.
The DLSS 5 runtime is included by default. Use -SkipNR (menu option 4) to leave
nvngx_dlssnr.dll alone.
Fixed
- Running it from the source repo threw a raw PowerShell exception ("No nvngx_dlss*.dll
found in ...") with a stack trace. The repo carries the tool, not the binaries. It now
says exactly that and tells you to run it from the extracted pack or pass-SourceDir. - It could run with a partial source set without saying so — the feeder files live in the
repo too, so a repo run resolved 4 files and then silently ignored every NVIDIA DLL it
found. It now refuses to run without the NVIDIA DLLs and lists anything missing. - Version-less files were skipped as "version unreadable". The
.fxshader has no version
resource, so it could never be updated. Those are now compared by content.
Verified: self-test 11 assertions, release gate 16/16 on the extracted published archive.
v1.4.3 - folder 04: DLSS5-Feeder 0.6.0-beta.1 -> 0.15.1
Folder 04 was shipping DLSS5-Feeder v0.6.0-beta.1 from 2026-08-30. Current is v0.15.1.
Found by comparing the pack against a live game install: DLSS5-Swapper 2.2.7 installs Feeder 0.15.1 into every game it touches, so anyone using the pack's folder 04 by hand was getting a build roughly ten releases old, with no HDR-highlight fix, no OptiScaler DLSS-NR support and none of the tracker work in between.
Updated in this release:
dlss5-feed.addon64/dlss5-feed.addon32-> v0.15.1 (2026-09-09)DLSS5_Feed.fx-> v0.15.1host64\dlss5-feed-host64.exe-> v0.15.1feed-vk-layer.zip-> replaced bylayer-x64\andlayer-x86\, the layout the upstream release and the Swapper both use (no repackaged zip that can drift)- Docs:
README.md,CREDITS.md,04-DLSS5-Feeder\README.md
Every file above is byte-identical to the official DLSS5-Feeder-0.15.1.zip release asset and to what DLSS5-Swapper 2.2.7 writes into a game folder (verified by SHA-256 on all of them).
Newer than this exists upstream: v1.16.0-beta.6 (2026-09-20). This pack ships the newest non-beta, matching what the Swapper installs, so the manual path and the Swapper path produce the same game folder.
Nothing else changed: DLLs are still 310.9.1.0 / 310.8.SF.0, Swapper 2.2.7.
v1.4.2 - folder 06: version comparison fix (stale DLSSNR copies were skipped)
Fixes a version-comparison bug in folder 06.
The tool ranked builds by truncating a version string at its first non-numeric segment, so 310.8.SF.0 became 310.8 — which sorts below the older community build's 310.8.0.0. Consequence: genuinely stale DLSS Neural Rendering copies were reported as "newer than the pack - left alone" and never updated. Found by running the tool over real app folders, not by reading the code.
Every version segment now counts, and a build tag counts as 0:
| file reports | parsed as | pack ships | result |
|---|---|---|---|
310.8.SF.0 |
310.8.0.0 |
310.8.SF.0 |
same release line - hash decides, stale copies replaced |
310,8,0,0 |
310.8.0.0 |
310.8.SF.0 |
same release line - replaced (this is the case that was broken) |
310,9,1,0 |
310.9.1.0 |
310.8.SF.0 |
newer - left alone |
Self-test grew from 7 to 11 assertions to cover the parser (build-tagged version equals its numeric form, sorts below a newer release, numeric versions sort correctly, unreadable version returns null).
Verified on the extracted published archive before releasing: self-test 11/11 and 14/14 ad-hoc checks (default source resolution, launcher renders under cmd.exe with no syntax error, argument passthrough, dry scan across a path with spaces, pack manifest). Ad-hoc verification, not a test suite - the tool's own -SelfTest is the one runnable check it ships.
Nothing else changed: DLLs are still 310.9.1.0 / 310.8.SF.0, Swapper 2.2.7.
v1.4.1 - folder 06 launcher fixes (broken in v1.4.0)
Fixes v1.4.0's folder 06 launcher — if you grabbed v1.4.0, take this one.
Three real bugs shipped in v1.4.0's 06-DLL-Refresher. All three only showed up when the released archive was run, which is why they are worth listing:
Refresh-DLSS-DLLs.batcrashed on launch (: was unexpected at this time.) — cmd.exe parses parentheses inside anif (...)block as a nested block, and the menu line contained(nvngx_dlssnr.dll). Double-clicking gave an error instead of a menu.- The same
.bathad LF line endings; cmd.exe needs CRLF, soset /pfailed with "The syntax of the command is incorrect." DLSS-DLL-Refresher.ps1used$MyInvocation.MyCommand.Pathinside a function, where it is null — so running it without-SourceDir(every menu option) died with "Cannot bind argument to parameter 'Path' because it is null."
Also in this release:
- The
.batnow forwards arguments straight to the PowerShell tool:Refresh-DLSS-DLLs.bat -Apply -Exclude "Battlefield 6,MarvelRivals"skips the menu entirely. SHA256SUMS.txtregenerated (the v1.4.0 build's copy was stale after the fixes above; folder 06 is now hashed).
Verified on the extracted archive before publishing: 14/14 ad-hoc checks pass — self-test 7/7 assertions, default source-folder resolution, menu renders with no cmd syntax error, argument passthrough, a dry scan across a path containing spaces, and the pack manifest (17 files in 01 + 06). Note this is ad-hoc verification, not a test suite: the tool ships its own -SelfTest as the one runnable check.
Nothing else changed — DLLs are still 310.9.1.0 / 310.8.SF.0, Swapper 2.2.7.