The biggest update so far: Nexus Mods inside Prism, a Mods page that checks your mods can actually load, a ReShade shader library (49 packs, Lilium HDR included) and per-game NVIDIA driver settings.
Install: Prism-Setup-1.2.0.exe (installer) or Prism-1.2.0-win-x64.zip (portable). Prism 1.1 updates itself from Settings ▸ Updates.
New
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Mods page: health check. For the selected game Prism now checks that the installed mods
can actually load. It lists the frameworks the mods present depend on (Cyberpunk: RED4ext,
redscript, Cyber Engine Tweaks, ArchiveXL, TweakXL and the REDmod DLC; any game: SKSE, F4SE,
SFSE, xNVSE, OBSE, UE4SS, BepInEx, MelonLoader) and flags one as missing only when a mod
needs it. It also reports files Prism placed that are gone, missing Nexus requirements,
conflicts, and the errors RED4ext, redscript and CET logged at the last launch. Each problem
comes with its fix: download from Nexus (in the background for Premium), reinstall the mod,
open the REDmod install in Steam, or open the log. Fix all runs every fix at once. The check
runs again after each install and when the game closes. -
Premium downloads that fail now log why.
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NVIDIA driver page. Per-game driver profile settings without the NVIDIA app or Profile
Inspector, sorted in four groups: DLSS (render scale 33–100 %, Ray Reconstruction and Frame
Generation presets), latency (Low Latency Off/On/Ultra, VSync with Fast, frame limiter with a
G-SYNC value just under the refresh rate), driver frame generation (Smooth Motion, RTX 40 and up,
driver 571.86+) and power and display (power management, G-SYNC per game). IDs and values come
from NVIDIA's own NvApiDriverSettings.h; the hidden ones (Ultra Low Latency, Smooth Motion) are
cross-checked with Profile Inspector's reference. Only values set for the game count: settings
inherited from the global profile or predefined by NVIDIA show as default. Reset all hands the
game back to the driver. Low Latency and Smooth Motion need administrator rights; the page says
so and can restart Prism elevated. -
ReShade page and shader library. A new ReShade page shows the game's ReShade and 49 shader
packs sorted by use: HDR (Lilium, RenoFX, PumboAutoHDR, QD-OLED APL Fixer…), basics, color and
sharpness, lighting and AO (iMMERSE, qUINT…), photo and cinema, retro and special. Search, one
click to install or remove a pack, and HDR essentials for Lilium. Packs go into
reshade-shaderslike the official installer does, never overwrite each other, keep shared
headers while a pack still needs them, andReShade.inigets the search paths it needs. The
catalog updates from GitHub. -
Work indicator. Installs, injections and downloads show a moving bar at the top of the
window and the current step in the status bar. Archive extraction and file copies run off the
interface thread, so the window no longer freezes during an install. -
Live doctor. While a game runs, its
ReShade.logis read again every time it changes
(LIVE badge). The diagnostic now also checks the disk: neural runtime missing, misplaced or
untrusted, incomplete Streamline, outdated shader compiler, add-on not preloaded, and Streamline
files from different versions. -
Repair. Applies every fix of the diagnostic in one go. All mod files are captured first: if
one step fails, the game goes back exactly as it was. -
Migrate to Prism. An install made by another tool is set aside (restorable) and reinstalled
by Prism in its verified version, so it can be checked and removed in one click. -
Installed buttons. Once DLSS 5, HDR or frame generation is in place and valid, its button
reads Installed. Remove a file or break a signature and it goes back to Install, without a
rescan. Reinstall stays available. -
DLSS preset. Pick K, M, L, J or Latest per game, or let the game decide. It goes into the
game's NVIDIA driver profile, the same place the NVIDIA app writes to, so no game file is
touched. Reset injections clears it too. -
Older games. The API is read from the executable's imports, so DirectX 9, DirectX 10 and
OpenGL games are named as such, with a note on what still works (ReShade) and what doesn't
(DLSS, frame generation). The Unreal version is read from the binary (Unreal 4.26). Unreal 3
games are recognised, even 32-bit ones, and no longer get a generic HDR mod that can't work on
them. On Unreal 4, the HDR steps drop the UE5-only advice. -
Nexus Mods inside Prism. A new page opens the Nexus site on the selected game's mods. Hit
Manual download or Mod Manager Download and the archive comes to Prism instead of your
Downloads folder. Prism reads it and puts it where it belongs: the game folder when the archive
mirrors it,~modsfor Unreal paks, next to the executable for ReShade add-ons, presets and
proxy DLLs. ReShade is installed first when a mod needs it. Replaced files are backed up, and
the mod shows under Added by Prism with a one-click Remove. When the right folder can't be
told (FOMOD installers, unusual layouts), Prism lists the files and asks. Your Nexus login is
kept between sessions..zipand.7zwork out of the box;.rarneeds 7-Zip. -
Mod requirements. Open a mod page and Prism lists what it needs, and what those need in
turn (a mod built on ArchiveXL also needs RED4ext). Each one shows installed or missing for
your game, even if you installed it by hand: Prism checks the requirement's own files on disk.
Open takes you to the missing one; download it and it's placed like any other.
When some are missing, the strip reads Required files needed and Download all queues them:
Prism opens each one on its main file's download page, installs it when it arrives and moves on
by itself, then returns to the mod. Nexus requires one click per file, so you still press its
download button once per requirement. -
Nexus account and Premium. Paste your personal API key once (it is encrypted by Windows and
only ever sent to api.nexusmods.com). With a Premium account, Download all fetches and installs
every requirement in the background through the Nexus API, without opening a single page. A free
account keeps one click per file, as Nexus requires. -
Mod updates. A Nexus mods strip lists what Prism installed in the game with its version
against the latest one of the same file on Nexus (optional files follow their own line).
Update all replaces each outdated file in place: in the background with Premium, one page per
file otherwise. -
Smarter placement. Every file of an archive gets its own destination. Cyberpunk 2077 follows
the layout of its official Vortex extension (archive\pc\mod,r6\scripts,r6\tweaks, CET
and REDmod folders). Bethesda games send plugins and assets toData, script extenders to the
game folder. Unreal paks go to~mods, UE4SS mods toue4ss\Mods, BepInEx and MelonLoader
plugins to their folders, and games with a mods folder (RimWorld, Stardew Valley, Witcher 3,
Kenshi, X4...) get one folder per mod, created when missing. Wrapper folders are ignored at any
depth. The rules live inModRules/rules.jsonand update from GitHub without a new release.
Fixed
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The DLSS preset could show a value inherited from the global driver profile as if it were forced
for the game. -
Shader packs fall back on the downloaded archive when GitHub rate-limits anonymous requests.
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Secondary buttons on the Nexus page (Get my key, Clean up) and the API key field were white
on white. -
Remove on a Nexus mod left its folders behind, empty or holding the settings and logs the mod
wrote in game. The mod's folder now goes entirely (anything not placed by Prism is set aside and
restorable), and the Nexus page offers to clean up the leftovers of mods removed earlier without
touching other mods, ReShade or OptiScaler. -
A RenoDX DLSS 5 add-on identical to the latest release was reported outdated when the release was
published days after it was built, so Repair kept reinstalling it. The file is now compared with
the release itself. -
Repair could loop forever on "Streamline files from different versions" when the odd plugin was
left by another tool (a 2.13sl.dlss_nr.dllnext to Streamline 2.14.1): reinstalling never
touched it. The plugin is now compared withsl.interposer.dll, a foreign one is set aside
(restorable), and Repair checks afterwards and says so when a problem is still there. -
OptiScaler could be moved to
d3d12.dll, where it hooks into Direct3D's own start-up (seen in
Cyberpunk 2077: the DXGI factory failed with ReShade ondxgi.dll).wininet.dlland
winhttp.dllare now used when the game really loads them,d3d12.dllonly as a last resort,
and an OptiScaler already ond3d12.dllis flagged with a one-click rename. -
Deleting another tool's file inside an install kept no lasting backup.
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A Nexus file uploaded as
name.zipkept.zipin its install name; the temporary OptiScaler
copy made while moving it stayed in the cache. -
Nexus now names archives
ArchiveXL 4198 1.27.3 2026-09-07T10-15Z ....zip; Prism reads the mod
number from that form too, and from the page itself first. -
A mod removed with Remove still counted as an installed requirement, so nothing was reported
missing afterwards. -
A requirement was reported installed as soon as a file with the same name existed: an OptiScaler
onwinmm.dllpassed for RED4ext. Generic DLL names now only count when the size matches. -
Installing an optional file of a mod deleted the mod's main file. Each Nexus file is now its own
install; a new version of the same file still replaces the old one. -
OptiScaler could take
winmm.dllorversion.dllin Cyberpunk 2077, the names RED4ext and
Cyber Engine Tweaks load through. It no longer picks them, Prism flags an OptiScaler already
sitting there, and installing the loader moves OptiScaler to a free name in the same step. -
Mods set aside by Prism showed up under Added by Prism, where Remove would have put them
back into the game. -
A version recorded as
5by older builds was shown next to RenoDX DLSS 5. -
The search boxes of the Games and Logs pages were always in French.