Experimental Cyber Engine Tweaks mod providing fixed 2x through 6x and Dynamic DLSS Frame Generation controls on RTX 40 series GPUs. The 5x and 6x modes are especially experimental.
Dynamic defaults to a 4x ceiling. Its UI toggle allows experimental 5x and 6x. UI recomposition is requested only when matching HUDless and UI buffers are tagged. The panel reports rendered FPS and total DLSS output FPS.
Version 1.1 restores the preserved D157 runtime and separates DLSS-G feature
identity from version eligibility. A loaded module must expose the DLSS-G-specific
NVSDK_NGX_D3D12_PopulateDeviceParameters_Impl export before its version is
considered. The tested provider versions are 310.7.0.*, 310.7.128.*,
310.7.129.*, and 310.8.0.*; other 310.7.x builds are not accepted
implicitly.
Streamline 2.12 and 2.13 module layouts are recognized independently of the
DLSS-G provider version. Updating nvngx_dlssg.dll does not require matching
versions of nvngx_dlss.dll, nvngx_dlssd.dll, nvngx_dlssnr.dll,
nvngx_deepdvc.dll, or the other Streamline DLLs.
This is an unsupported research mod. Modes above 2x may cause artifacts, latency, frozen presentation, black screens, or crashes.
Requires Cyberpunk 2077, Cyber Engine Tweaks, an RTX 40 series GPU, and DLSS Frame Generation enabled. CET 1.37.1 was used during development.
Extract bin into the Cyberpunk game directory, merge folders, then select a
mode from the CET overlay. Select the multiplier before launch when possible.
If Frame Generation is already active, toggle it Off and On (or restart the
game) so Streamline rebuilds the feature with the requested shape. The release
ZIP does not include config.json, so installing it preserves the selected
mode.
The v1.1 provider matrix covered 17 DLSS-G binaries: the five binaries in the four supported version triplets passed and all twelve others failed closed. Each passing provider was also checked beside renamed DLSS, DLSSD, DLSSNR, and DeepDVC siblings; only DLSS-G was admitted. These compatibility checks and FPS counters do not by themselves prove final-present image quality.
The ASI intercepts slGetFeatureFunction, watches modules actually loaded by
the game, and identifies Streamline and NGX candidates by exports and exact code
signatures. DLSS-G feature identity is established before the supported-version
gate, preventing same-version DLSS-family siblings from being scanned as the
Frame Generation provider. It patches only mapped process memory, never DLLs on
disk, and does not assume NVIDIA cache paths.
The D157 (v1.0) fix targets Ada’s midpoint compaction bug: at higher multipliers, generated samples collapse toward the middle of the frame interval instead of occupying their requested temporal positions, producing near duplicate frames. It backports the corrected slot-9 temporal program used by Blackwell in process memory so each generated sample is evaluated at its own evenly spaced position between rendered frames. If the active adapter, provider version, or layout cannot be verified, the patch fails closed to native 2x.
The bridge becomes ready only after the active DLSS G wrapper and loaded NGX
module are verified and patched. It then adjusts slDLSSGSetOptions and reads
actual presentation counts through slDLSSGGetState.
The approach targets Streamline DLSS G rather than Cyberpunk's renderer. In another Streamline game, adapt the early DLL loading integration, UI and config paths, and game/provider specific signatures.
Requires Visual Studio 2022, CMake 3.24+, and Streamline SDK 2.12.0.
cmake -S .\source\native -B .\build -G "Visual Studio 17 2022" -A x64 `
-DSTREAMLINE_ROOT="C:\path\to\streamline-sdk-v2.12.0"
cmake --build .\build --config Release --parallelThe native build writes build\Release\RTX40MFG.asi. The CET UI and its
FPS/status client are tracked at
bin\x64\plugins\cyber_engine_tweaks\mods\RTX40MFG\init.lua. Breakpoint and
deep-kernel research diagnostics are disabled in the normal build.
Logs are written to the temporary directory and include the process ID.
Original code in this repository is licensed under the MIT License. Reuse and redistribution are permitted provided the copyright and license notice are retained. NVIDIA Streamline, NGX, Cyberpunk 2077, and other third-party components remain subject to their respective terms.