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Releases: Skynizz/optiscaler-dlss5

OptiScaler DLSS 5 1.3.0

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@Skynizz Skynizz released this 19 Oct 22:30

Choose where DLSS 5 applies: the new Region setting keeps your character exactly as the game drew it, face included, and gives DLSS 5 to the world behind (or the other way round). The model still sees the whole frame, so the lighting stays coherent, and it costs a fraction of a millisecond.

Frame generation also gets its own section in the DLSS 5 tab, and much of this release is about making NVIDIA's frame generation behave: no more frames delivered in bursts, a multiplier you can override or let pick itself, injection that works in games without Streamline, and a meter that shows what is actually reaching your screen.

Install: OptiScaler-DLSS5-1.3.0-win-x64.zip, unzip it, run INSTALL.bat and drop the game folder onto it. Updating keeps your OptiScaler.ini. NVIDIA's model (nvngx_dlssnr.dll) is not included.

Measured on an RTX 4070, 2560x1440, 360 Hz G-SYNC.

Frame generation

  • Frames no longer arrive in bursts on RTX 40. With NVIDIA flip metering on, Streamline handed frames to the display in batches of 4 to 6 (The Witcher 3: 83% stacked, 6 frames queued). With the new switch off, 96-98% reach the display on time with 1 queued. In Cyberpunk 2077 it turned 4 frames in 7 ms followed by 23 ms of nothing into an even cadence. DLSS 5 tab > Frame generation > NVIDIA flip metering (needs a restart).
  • Multiplier override: NVIDIA's multiplier can replace the game's, 2x to 6x, live. Multipliers your GPU does not allow are greyed out instead of failing silently.
  • Auto multiplier: picks 2x-6x by itself so the frames shown stay just under your display's refresh rate. Whole steps with hysteresis, and your saved multiplier comes back when you turn it off.
  • Injected frame generation now works in games without Streamline. Two bugs stopped it: OptiScaler's own Streamline init went through its own hook, which removed DLSS-G from the request ("No DLSSG Support" dialog), and DLSS-G failed every frame in games that never ask the swapchain for its back buffer index. Red Dead Redemption 2 now runs injected DLSS-G at 2x, about 123 fps. The menu tells you when the streamline folder it needs is missing, with a button that opens it.
  • Frame generation meter: frames shown and rendered, how evenly they reach the display (on time / stacked / late), duplicate generated frames, frames waiting in the queue, tear risk.
  • G-SYNC status read from NVIDIA's frame generation, shown the moment G-SYNC drops out.
  • Use the game's DLSS-G version instead of the newer one NVIDIA downloads over the air.

Image

  • Speckle cleanup: the mesh of dots ray-traced ambient occlusion leaves on fast camera turns, removed before the upscaler so frame generation does not copy it into every frame. In The Witcher 3 the worst frame's mesh score went from 79 to 7.8 (RT AO off: 4.3). A depth test keeps foliage, grass and silhouettes untouched.
  • Up to 30 model passes, with a style per pass (was 3, one style). Stack Natural + Default + Cinematic over 3 passes. Each pass is a full model run and about 200 MB of video memory at 1440p.
  • Region: DLSS 5 on the scenery only (characters and faces as the game drew them) or on the foreground only, chosen by depth. Tune where "near" ends, the edge softness, how much DLSS 5 the protected part keeps, and whether the ground counts; Show mask tints what is protected.
  • HDR brightness pumping fixed in games that hand their own exposure to the upscaler: the automatic white point now follows it (Red Dead Redemption 2 in DirectX 12).

Fixed

  • A faint frozen picture could stay over the game after clicking a preset, x8 above all, until it was clicked again. Every temporal history is now flushed once the switch has settled.
  • Updating with INSTALL.bat keeps your OptiScaler.ini.

Experimental, off by default

  • Steady in motion: where the picture moves fast, the game's own frame comes back over DLSS 5's edit.
  • Synced FG: OptiScaler's own frame generation.

Speckle cleanup, Steady in motion, pre-SR and the frame generation meter are DirectX 12 only. With Ray Reconstruction (Cyberpunk path tracing), DLSS 5 runs after the upscaler automatically.

Every new option can be turned on and off from the menu and OptiScaler.ini; off is the previous behaviour.

Download

  • OptiScaler-DLSS5-1.3.0-win-x64.zip: the package, guide, installer and uninstaller.
  • OptiScaler-DLSS5-1.3.0-source.zip: the full source with all submodules. GitHub's own Source code archives below leave the submodules out and will not build.

Each file has a .sha256 next to it.

OptiScaler DLSS 5 1.2.1

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@Skynizz Skynizz released this 10 Oct 23:05

A fix for the x8 preset and an English-only installer.

Install: OptiScaler-DLSS5-1.2.1-win-x64.zip, unzip it, run INSTALL.bat and drop the game folder onto it. NVIDIA's model (nvngx_dlssnr.dll) is not included.

Fixed

  • Brightness jumping with the x8 preset. When DLSS 5 runs before the upscaler, the pass that smooths the light from one frame to the next only ran if light pop-in smoothing was on. The x8 preset turns that off, so the whole picture's brightness jumped a little every time the model ran. It now runs whenever luminance stability is on (CacheLowTemporal above 0; 0 gives the old behaviour). Measured in The Last of Us Part I with the x8 preset: the light step on the model's frame went from 0.016 to 0.002 stop, the same as on every other frame. Whole-screen flicker is 8 times lower and fine detail about 3 times steadier, for about 2% fps.

Changed

  • The installer is English only: INSTALL.bat and UNINSTALL.bat (previously INSTALLER.bat and DESINSTALLER.bat). The French guide is gone and the tools folder is now tools. Prism installs are not affected.

Everything else is as in 1.2.0: the x8 preset, anti-ghosting for long intervals, no light pulsing on the model's frame, smart cadence, the Strong preset and the richer benchmark.

Download

  • OptiScaler-DLSS5-1.2.1-win-x64.zip: the package, guide, installer and uninstaller.
  • OptiScaler-DLSS5-1.2.1-source.zip: the full source with all 9 submodules. GitHub's own Source code archives below leave the submodules out and will not build.

Each file has a .sha256 next to it.

OptiScaler DLSS 5 1.2.0

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@Skynizz Skynizz released this 10 Oct 14:53

About twice the frame rate of vanilla DLSS 5 with the new x8 preset, anti-ghosting for long intervals, no more light pulsing on the frame the model runs on, and a smart cadence that follows the camera.

Install: OptiScaler-DLSS5-1.2.0-win-x64.zip, unzip it, run INSTALLER.bat and drop the game folder onto it. NVIDIA's model (nvngx_dlssnr.dll) is not included.

Results

The Last of Us Part I, RTX 4070, 2560x1440, built-in benchmark (frames the game renders, frame generation excluded):

Mode FPS DLSS 5 cost per frame
DLSS 5 off 83.9 -
DLSS 5 as OptiScaler ships it 39.2 13.2 ms
Balanced 62.8 3.8 ms
Performance 68.6 (+75%) 2.5 ms
x8 (new) 77.3 (+97%) ~0.9 ms

Against the other DLSS 5 builds we tested (ShyVortex 0.9.50, F5 0.1.27.2): +14% over the fastest of them in The Last of Us, +5% in Control.

New

  • x8 preset: frame rate first. The model runs every 8th frame, before the upscaler, at half the render resolution (new option Reduced model before the upscaler, PreSrReduced), so the frame it runs on stays cheap and frame times stay even. The anti-ghosting fingerprint, same-surface fill and light pop-in smoothing are off. 77.3 fps against 66.7 for x8 after the upscaler, frame-time swing 1.8 ms against 2.3. Where pre-SR cannot run, it falls back to after the upscaler with the model at 50%.
  • Anti-ghosting at long intervals. A per-pixel fingerprint drops the carried edit wherever the scene changed under it (debris, papers, hands, light left on the ground); rejected areas borrow light from their own surface. In motion: up to 60% less trailing, and the area where the carried edit hurts shrinks by 23 to 74%.
  • No light pulsing. A crossfade over the whole interval and a soft refresh stop the frame the model runs on from flashing. Detail no longer fades between runs (+6%).
  • Smart cadence. The interval follows the camera's speed: longer standing still, shorter in motion (motion priority, GPU budget, longest still interval). Standing still, the model runs on 25% of frames instead of 50% in Balanced and Performance. Hold the still interval keeps it there through a breathing character or drifting debris.
  • Strong preset: after the upscaler, Natural style, 2 passes for the price of one, works with Ray Reconstruction. Max quality now keeps the model at 1440 lines or more.
  • Light pop-in smoothing: a light entering the view can no longer make the model re-grade the whole picture in one frame.
  • Noise-aware checks: path-traced and Ray Reconstruction noise no longer makes shadows flicker every other frame.
  • Model in the background (off by default): the model runs on its own compute queue for much steadier frame times; the edit shown is a little older.

Benchmark and tools

  • The benchmark also reports frame pacing, where DLSS 5 really ran (and whether pre-SR fell back), and how often the model ran.
  • ShowStats overlay: cadence, camera speed, rejected shares, GPU time of each pass, light steadiness.
  • Debug views: rejection mask, age and staleness of the carried edit.
  • Every new key can be changed live through dlssnr-set.txt.
  • New offline tools: measure_ghosting.py, measure_pulse.py.

Every new switch can be turned off in the menu and in OptiScaler.ini; turned off, it behaves as in 1.1.0.

Known issues

  • Before the upscaler, light pop-in smoothing costs about 0.3 ms in Quality. Turn off CacheAntiPop for the highest frame rate.
  • With the classic settings at 8 frames between runs (anti-ghosting on), the pass costs about 0.7 ms more than 1.1.0: that is the price of the anti-ghosting and anti-pulsing. The x8 preset avoids it.
  • If a game crashes with a GPU timeout while a ReShade add-on forces multi-frame generation on an RTX 40-series card ("MFG Unlock"), try with that add-on disabled first.

Download

  • OptiScaler-DLSS5-1.2.0-win-x64.zip: the package, English and French guides, installer and uninstaller.
  • OptiScaler-DLSS5-1.2.0-source.zip: the full source with all 9 submodules. GitHub's own Source code archives below leave the submodules out and will not build.

Each file has a .sha256 next to it.

OptiScaler DLSS 5 1.1.0

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@Skynizz Skynizz released this 06 Oct 12:21

Multi-pass is back, the model style now sits next to the presets, and the OptiScaler base moves to the 6 October master with its Control Resonant fixes.

Install: OptiScaler-DLSS5-1.1.0-win-x64.zip, unzip it, run INSTALLER.bat and drop the game folder onto it. NVIDIA's model (nvngx_dlssnr.dll) is not included.

New

  • Multi-pass (1 to 3 passes). The model runs again on its own answer, each pass on a feature of
    its own with its own temporal history, and the result is composed once against the game's frame,
    so detail builds up while colour does not compound. Each pass is built one frame before its first
    evaluate, which is what used to hang the GPU and got multi-pass pulled from the original fork.
    In Performance, 2 passes cost what one pass every frame does: 48 fps in Control Resonant against
    35 for DLSS 5 as OptiScaler ships it.
  • Model style. Default, Natural or Cinematic, right next to the presets. Same cost for all three.
    Natural adds more micro-detail and darkens a little more, Cinematic smooths things out. This is the
    main reason a RenoDX setup on Natural does not look like this fork's default.
  • DLSS 5 tab. DLSS 5 gets its own tab in OptiScaler's new menu.
  • Benchmark: styles and passes. Two optional phases: the three model styles on your settings, and
    your settings with the other pass count. Each one gets its capture in the HTML report.

Updated

  • OptiScaler base: master of 6 October 2026, 159 commits newer. Control Resonant quirk, Streamline OTA
    off by default in Control Resonant, frame generation fixes, redesigned menu.
  • The fork's own DLSS DX11 and Vulkan bridges are replaced by OptiScaler's official ones.

Fixed

  • Multi-pass no longer creates and evaluates a pass on the same command list (the old GPU hang).
  • The download button and install steps point at the versioned package name.

Download

  • OptiScaler-DLSS5-1.1.0-win-x64.zip: the package, English and French guides, installer and
    uninstaller.
  • OptiScaler-DLSS5-1.1.0-source.zip: the full source with all 9 submodules (FidelityFX, XeSS,
    NVAPI, Vulkan headers...). GitHub's own Source code archives below leave the submodules out and
    will not build.

Each file has a .sha256 next to it.

OptiScaler DLSS 5 1.0.0

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@Skynizz Skynizz released this 06 Oct 11:37

First release: DLSS 5 Neural Rendering for a fraction of its cost, with less flicker and no paper white to tune.

Install: OptiScaler-DLSS5-1.0.0-win-x64.zip, unzip it, run INSTALLER.bat and drop the game folder onto it. NVIDIA's model (nvngx_dlssnr.dll) is not included. Version 1.1.0 is newer.

Highlights

Pre-SR

The model runs on the render-resolution image right before DLSS Super Resolution, which then upscales
the result: about three times fewer pixels, and DLSS's own accumulation smooths what the model adds.

Edit cache

The model only runs every N frames. What it changed (a per-pixel ratio, never the image) is moved
along the motion vectors, checked per pixel against depth and colour, and laid back onto the fresh
frame. It runs more often when the camera moves fast and less when you stand still.

Measured in Control Resonant (RTX 4070, 1440p, DLSS Balanced, frames the game renders)

Mode FPS DLSS 5 cost
DLSS 5 off 62.2 -
DLSS 5 as OptiScaler ships it 34.4 13.0 ms
Quality: pre-SR, model every frame 46.7 5.5 ms
Performance: pre-SR, every other frame 55.3 2.9 ms

Also in

  • Automatic white point measured from each scene, held through fades and loading screens.
  • Anti-flicker: temporal stabiliser on the edit, smoothed updates between model runs, despeckle,
    regional luminance stabilisation for OLED screens.
  • F6 cycles optimised / vanilla / off live and shows the real rendered fps on screen.
  • Built-in benchmark with a capture of each mode and an HTML report.

Download

  • OptiScaler-DLSS5-1.0.0-win-x64.zip: the package, installer and uninstaller (French guide).

The file has a .sha256 next to it.

Nightly Builds

Nightly Builds Pre-release
Pre-release

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@github-actions github-actions released this 07 Oct 10:53

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