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Releases: faisalkindi/DLSS5oneclick

DLSS5oneclick v0.6.3

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@faisalkindi faisalkindi released this 01 Sep 16:44
  • Downloads retry (3× with backoff) on connection-level failures. GitHub's release-asset CDN occasionally returns a broken TLS record (received corrupt message of type InvalidContentType); the next attempt succeeds.
  • Hidden --fetch <url> <file> runs a single download through the tool's own client, for diagnosing download reports.

DLSS5oneclick v0.6.2

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@faisalkindi faisalkindi released this 01 Sep 16:22

Fixes from the first GitHub issues:

  • #3 Hyper-V / RDP / VM display adapters no longer trigger the "not NVIDIA" refusal; more registry slots scanned; the message now names DLSS5ONECLICK_SKIP_GPU_CHECK=1.
  • #4 Clearer done message: the DLSS 5 panel is on ReShade's Add-ons tab; on games with their own DLSS the Home tab's "No effect files found" is expected.
  • #5 Overwatch (and Valorant/League) refused up front: Blizzard/Riot anti-cheat ships no marker files, and Overwatch blocks unsigned DLLs — add-ons fail with 0x80090006 there.
  • Header layout no longer overlaps at narrow widths.

DLSS5oneclick v0.6.1

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@faisalkindi faisalkindi released this 01 Sep 11:41
  • Anti-cheat refusal: games shipping Easy Anti-Cheat, BattlEye or GameGuard files (e.g. Helldivers 2) are refused before anything is installed — ReShade add-on injection is exactly what those systems flag; kick at best, ban at worst. DLSS5ONECLICK_IGNORE_ANTICHEAT=1 bypasses at your own risk.
  • Users on 0.6.0 get this through the in-app update bar.

DLSS5oneclick v0.6.0

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@faisalkindi faisalkindi released this 01 Sep 00:16

Update check, your call. On start the tool looks at the GitHub releases page in the background (no API, nothing sent but a normal page request). If a newer version exists, a bar offers Update / Later / Skip this version — nothing is downloaded until you press Update. Update fetches the new exe, checks it is a real executable, swaps it in place of the running one and restarts; the previous file is kept as dlss5oneclick.exe.old until the next start. dlss5oneclick.exe --update does the same from the command line.

DLSS5oneclick v0.5.2

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@faisalkindi faisalkindi released this 31 Aug 23:57
  • GPU check: the installed display adapters are read from the registry; non-NVIDIA cards and NVIDIA cards without tensor cores (GTX/GT/MX) are refused before anything is downloaded. The status line shows the RTX tier: 50 full speed · 40 patched build, moderate cost · 20/30 FP16 path, heavy cost.
  • Hidden DLSS 5 panel after a crash: Install now clears our add-ons from ReShade's [ADDON] DisabledAddons list.
  • README: Defender/SmartScreen guidance (the exe is unsigned; restore quarantined files and re-run Install), GPU support section.

DLSS5oneclick v0.5.1

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@faisalkindi faisalkindi released this 31 Aug 23:52

Fixes two install failures reported on Nexus:

  • HTTP 403 Forbidden on "DLSS 5 add-on + models" — GitHub's API allows 60 unauthenticated requests per hour per IP; a few installs used them up. Downloads no longer go through the API: fixed assets use releases/latest/download URLs and versioned rhi-repo tags are read from the public release pages. A GITHUB_TOKEN environment variable is honoured when present. github.com itself still has to be reachable.
  • "dlss5-dx11-bridge release has no dlss5-dx11-bridge.addon64" — NIGos renamed the project and the file to dlss5-bridge; the tool fetches the new name and still recognises/removes the old one.

Also: the DLSS 5 model picker now explicitly prefers ShortFuse's multi-generation .SF builds (rhi-repo added an RTX-40-only tag), and picks up the newer renodx-dlss5-4.60 add-on.

DLSS5oneclick v0.5.0

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@faisalkindi faisalkindi released this 31 Aug 17:33

Engine choice for games with native DLSS. Besides the default ReShade + RenoDX add-on path, you can now pick Dagherbou's OptiScaler_DLSSNR — OptiScaler with a built-in DLSS 5 Neural Rendering pass (colour composition from RenoDX, MIT):

  • The tool extracts the fork's release into the game (OptiScaler.dll written as dxgi.dll, its default load name), places nvngx_dlssnr.dll beside it, and records a manifest so Remove takes everything out cleanly.
  • GUI: an Engine row appears for games with native DLSS. CLI: --engine=opti.
  • In game: Insert opens the OptiScaler overlay; enable Neural Rendering there (off by default).
  • The two engines cannot share a game (both load as dxgi.dll); installing one over the other is refused with a clear message.
  • Note: the fork targets the unpatched model (RTX 50 on the driver's DLL); with the 310.8.SF model this tool installs, older RTX generations may work but are untested on this path.

Credits add Dagherbou and the OptiScaler team (GPL-3). Games without DLSS keep the Feeder path unchanged.

v0.4.0

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@github-actions github-actions released this 31 Aug 16:46
v0.4.0

DLSS5oneclick v0.3.1

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@faisalkindi faisalkindi released this 31 Aug 10:20

Text accuracy release, no behaviour change.

  • The nvngx_dlss.dll tile no longer calls the file optional: the Feeder's NGX session fails without a DLSS runtime next to the game, so the Feeder path always places one (marked with a sidecar so it is never mistaken for a game's own).
  • README: known issues (Feeder rebuild crash in exclusive fullscreen — upstream issue #16; neural-rendering frame cost vs v-sync; unknown-API fallback), correct bundling statement (three OFL fonts are inside the exe), per-component licences including the closed-source DLSS 5 add-on, real-game verification list.

Full notes for what the tool does: see v0.3.0.

DLSS5oneclick v0.3.0

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@faisalkindi faisalkindi released this 31 Aug 07:22

Works on games that already have DLSS. v0.2.0 only handled games with no DLSS (via DLSS5-Feeder). Now the tool detects which case it is and picks the path:

  • Game ships DLSS (any nvngx_dlss.dll, Streamline sl.*.dll, nvngx_dlssg/dlssd.dll): installs ReShade add-on build + the DLSS 5 add-on only; the add-on hooks the game's own NGX calls. DX11 games also get NIGos' dlss5-dx11-bridge. No Feeder or LumeniteFX; a Feeder left from an earlier run is removed.
  • Game has no DLSS: the Feeder path, unchanged.

Also: DX11/DX12 detection from the exe and engine DLLs (unknown → DX12 assumed, shown in the status line); the exe search reaches bin\x64_dx12\-style layouts; --check prints mode, API and plan without installing; the nvngx_dlss.dll the tool places is marked so it is never confused with the game's own.

Verified against real installs: Unity DX11 (Fell & Sell → Feeder), Unreal DX11 with DLSS (Fatal Claw → native + bridge), Unreal with DLSS (Mortal Shell 2 → native), Witcher 3 (bin\x64_dx12 → native DX12), Jotunnslayer and Trails in the Sky (native + bridge).

Credits as in v0.2.0, plus NIGos for the DX11 bridge.