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Releases: kibblerz/DLSS5-Reshade-AIO

DLSS5 ReShade AIO v2.2.0 — Stable NVIDIA Optical Flow

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@kibblerz kibblerz released this 09 Sep 05:05

DLSS5 ReShade AIO v2.2.0

This stable release makes NVIDIA Optical Flow the recommended default motion source. In broad D3D11, D3D12, and Vulkan testing, the new pipelined implementation substantially reduced temporal boiling, smearing, and ghosting—especially with 2x and 3x Neural Rendering—while retaining far more throughput than the original experimental implementation.

Highlights

  • Enables NVIDIA Optical Flow motion by default for new per-game configurations.
  • Keeps the setting persistent, so users can disable it for a game with unusual motion artifacts or excessive GPU cost.
  • Pipelines Optical Flow ahead of Neural Rendering on D3D11, D3D12, and Vulkan rather than serializing both stages.
  • Adds completion-driven D3D11 mailbox processing and per-slot Vulkan capture snapshots.
  • Adds saturation recovery and liveness watchdogs so a delayed Optical Flow job fails safely instead of freezing the pipeline.
  • Preserves automatic fallback to VORT or zero-motion guides when NVIDIA Optical Flow is unavailable or disabled.
  • Retains the motion-vector and confidence/rejection diagnostic views introduced by the prerelease.
  • Keeps the optional depth/geometry refinement disabled by default; it remains an advanced experimental setting.
  • Preserves x86 host logs across carrier restarts for easier 32-bit troubleshooting.

No separate Optical Flow DLL should be downloaded or installed. The addon dynamically uses nvofapi64.dll supplied by the NVIDIA display driver.

ReShade and the NVIDIA NGX runtime files are still user-supplied and are not bundled in the release ZIPs. Download only the ZIP matching the game's architecture and follow README_FIRST.txt inside it.

DLSS5 ReShade AIO v2.2.0 Experimental 1 — NVIDIA Optical Flow

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@kibblerz kibblerz released this 08 Sep 22:06

DLSS5 ReShade AIO v2.2.0 Experimental 1

This prerelease adds optional NVIDIA Optical Flow motion guidance. The feature is disabled by default, so the established v2.1.3 VORT/zero-motion behavior remains active until a user explicitly enables it.

Included experiment

  • Derives full-resolution screen-space motion from consecutive captured source frames through NVIDIA Optical Flow hardware.
  • Supplies that motion to Neural Rendering, DLSS/DLAA, and Frame Generation.
  • Uses forward/backward consistency and NVIDIA cost data to reject unreliable history in DLSS.
  • Adds live consistency and cost tolerance controls.
  • Adds session-only motion direction/magnitude and confidence/rejection diagnostic views. Diagnostic views temporarily suppress Frame Generation.
  • Preserves the normal guide path if Optical Flow is unsupported, unavailable, busy, or fails to initialize.
  • Does not send the rejection texture to NR's private ControlMask; testing confirmed that contract is a spatial NR application mask rather than a temporal rejection input.

The addon loads the NVIDIA driver-provided nvofapi64.dll dynamically. Do not download or install a loose copy, and no additional Optical Flow runtime is bundled. A supported NVIDIA GPU and driver plus Asynchronous NGX compute are required.

This path has been validated in Batman: Arkham Knight through the D3D11-to-D3D12 host route. DX9, DX10, DX12, Vulkan, and bridged 32-bit paths share the same x64 processing host but require broader game testing. Optical Flow may reduce performance or produce unstable motion around thin geometry, transparency, particles, reflections, and disocclusions.

Use v2.1.3 as the stable fallback if a game regresses. Download the ZIP matching the game's architecture and follow its included README_FIRST.txt. ReShade and NVIDIA's nvngx_dlssnr.dll, nvngx_dlss.dll, and nvngx_dlssg.dll runtimes are not bundled.

DLSS5 ReShade AIO v2.1.3

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@kibblerz kibblerz released this 08 Sep 18:44

DLSS5 ReShade AIO v2.1.3

This stable release makes source-resolution downsampling effective earlier in the 32-bit pipeline. When a lower Pipeline source resolution override is selected, supported legacy games now reduce the captured frame before its most expensive bridge and transport operations rather than carrying the full-resolution image into the x64 AIO host first.

Included improvements

  • Native D3D9 games downsample on the game GPU before classic CPU readback, reducing readback, upload, and shared-transport work.
  • ReShade's D3D10.1-backed legacy route now downsamples before its D3D10-to-D3D11 shared handoff.
  • Render-target-only D3D10.1 sources are handled through a shader-readable fallback instead of silently losing the optimization.
  • The existing host64 source-resolution override remains the single authoritative setting; no new installation steps or compatibility toggles are required.
  • Normal 64-bit pipeline behavior is unchanged from v2.1.2.

The 32-bit changes were validated across Batman: Arkham City, BioShock, Fable Anniversary, and Fallout: New Vegas. BioShock additionally validated the new D3D10.1 path.

Download the ZIP matching the game's architecture and follow its included README_FIRST.txt. ReShade and NVIDIA's nvngx_dlssnr.dll, nvngx_dlss.dll, and nvngx_dlssg.dll runtimes are not bundled.

DLSS5 ReShade AIO v2.1.2

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@kibblerz kibblerz released this 08 Sep 17:12

DLSS5 ReShade AIO v2.1.2

This stable release substantially broadens native 32-bit Direct3D 9 compatibility. The same x64 AIO pipeline now accepts ReShade effect targets exposed as D3D9 surfaces, D3D9 textures, or internal D3D10.1 resources.

Included fixes

  • Adds a compatibility-gated CPU capture bridge for classic non-D3D9Ex devices that reject shared textures.
  • Keeps the original game presentation responsive while the x64 NR/DLSS/FG carrier initializes or pauses during a loading transition.
  • Prevents the bridge from disabling itself moments before a slow NGX initialization completes.
  • Removes the unnecessary 15-second native-resolution stabilization delay from controlled x86 carrier sessions; normal 64-bit startup protection is unchanged.
  • Resolves the D3D9 capture technique after asynchronous ReShade compilation.
  • Avoids compiling the full motion-provider feed on shader-model-3 D3D9 games.
  • Activates the game during its first exclusive-fullscreen-to-borderless conversion so it no longer remains hidden behind Steam. Later resets remain non-activating.

Classic D3D9 troubleshooting

The new compatibility options remain disabled by default:

  • Enable Allow classic D3D9 CPU bridge when the game remains on Ready, reports unsupported D3D9/D3D11 shared textures, or never displays processed output.
  • Enable Virtualize classic D3D9 fullscreen at startup when exclusive fullscreen minimizes, remains behind Steam, or cannot coexist with the detached processed output. Restart after changing it.

The build was validated across the maintained 32-bit test set, including Batman: Arkham City, BioShock, Fable Anniversary, and Fallout: New Vegas.

Download the ZIP matching the game's architecture and follow its included README_FIRST.txt. ReShade and NVIDIA's nvngx_dlssnr.dll, nvngx_dlss.dll, and nvngx_dlssg.dll runtimes are not bundled.

DLSS5 ReShade AIO v2.1.1

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@kibblerz kibblerz released this 07 Sep 20:11

DLSS5 ReShade AIO v2.1.1

This release completes the first native 32-bit Direct3D 9 path. A D3D9 game no longer needs dgVoodoo: the x86 addon captures ReShade's completed D3D10.1 presentation frame and forwards it into the same 64-bit NR, DLSS/DLAA, Frame Generation, pacing, and output pipeline used everywhere else.

Included fixes

  • Native x86 D3D9 transport through ReShade 6's D3D10.1 effects runtime.
  • Direct D3D9 shared-surface fallback for alternate runtime layouts.
  • Lightweight DLSS5_Feed_D3D9.fx trigger, automatically enabled and compatible with the legacy shader compiler.
  • Processed output remains fullscreen after the ReShade menu closes.
  • Clear troubleshooting for addon load error 1359 caused by duplicate game-root ReShade proxies.

32-bit D3D9 installation note

Install 32-bit ReShade with addon support as d3d9.dll beside the game executable. Do not keep another ReShade proxy named dxgi.dll in that same game directory. The required 64-bit ReShade dxgi.dll still belongs inside host64.

Download the ZIP matching the game's architecture and follow its included README_FIRST.txt. ReShade and NVIDIA's nvngx_dlssnr.dll, nvngx_dlss.dll, and nvngx_dlssg.dll runtimes are not bundled.

DLSS5 ReShade AIO v2.1.0

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@kibblerz kibblerz released this 07 Sep 18:38

32-bit support and simpler ZIP installation

Version 2.1.0 adds the first 32-bit game path and changes releases to two ready-laid-out archives. Download only the ZIP matching the game's architecture and extract its contents beside the real game executable.

Choose one download

  • 64-bit game: DLSS5-ReShade-AIO-v2.1.0-64-bit.zip
  • 32-bit game: DLSS5-ReShade-AIO-v2.1.0-32-bit.zip

Each ZIP contains README_FIRST.txt. The repository README now starts with separate, step-by-step instructions and a complete folder diagram.

Important 32-bit layout

The 32-bit game uses standalone-dlssnr.addon32 to forward frames and settings into the same x64 AIO pipeline used by 64-bit games. Keep the included x64 files under host64.

Run the ReShade installer a second time against host64\AIO DLSS5 32-bit Wrapper.exe, select DirectX 10/11/12, and install 64-bit ReShade with addon support. Put its dxgi.dll and the NVIDIA nvngx_dlssnr.dll, nvngx_dlss.dll, and nvngx_dlssg.dll runtimes inside host64—never beside the 32-bit game executable.

The x86 path is validated with D3D11 output. Native 32-bit D3D9 games currently need a D3D9-to-D3D11 wrapper such as dgVoodoo2. x86 OpenGL and Vulkan remain experimental.

Other changes

  • The x86 ReShade page now uses the same shared menu schema as the x64 addon, including matching setting keys, choices, defaults, ranges, groups, and help text.
  • The x86 wrapper automatically launches the isolated x64 carrier and can apply settings by restarting only that carrier.
  • Both archives include the required AIO bridge, shaders, notices, and their final folder structure.
  • StandaloneBoundary.fx is included for Vulkan/effects-boundary compatibility.

ReShade and NVIDIA runtime DLLs are not redistributed because they are governed by their own licenses. Users must obtain them separately. The included nvngx.dll is the required project-owned AIO caller bridge, not an NVIDIA runtime.

DLSS5 ReShade AIO v2.0.9

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@kibblerz kibblerz released this 06 Sep 23:45

Source-resolution control and clearer diagnostics

Version 2.0.9 adds a pipeline source-resolution override for games that report the wrong source size and for users who want to reduce Neural Rendering cost without lowering the game's configured resolution.

What changed

  • Shows the detected source resolution, detected native resolution, and active DLSS/DLAA mode at the top of the ReShade addon menu.
  • Adds common source-resolution choices for 16:9, 16:10, 21:9, 32:9, 4:3, and 5:4 displays.
  • Downsamples the captured frame before NR while preserving the game window and final native output size.
  • Rejects larger or aspect-mismatched override selections and falls back to the game backbuffer.
  • Adds Correct DPI-virtualized native resolution under Compatibility / troubleshooting. This is opt-in and intended for cases such as a 4K monitor being detected as 2560x1440 because of Windows scaling.
  • Adds live color-profile switching and a Re-detect color profile now button.
  • Adds a session-safe NR pass count selector for 1x, 2x, and 3x NR. Every launch starts at 1x; multi-pass selection is never saved.
  • Includes the adaptive GPU pressure governor introduced in the v2.0.7 experimental prerelease.

The source override and DPI correction are disabled by default, so established default presentation behavior is retained. VORT guides are bypassed while source downsampling is active because guide resampling has not yet been validated.

Installation

Download all three attached files. Install standalone-dlssnr.addon64 and nvngx.dll beside the game's real executable and ReShade DLL. Put DLSS5_AIO_Feed.fx in reshade-shaders\Shaders.

NVIDIA runtime DLLs are not redistributed here. Follow the repository README for runtime requirements, first-use instructions, and troubleshooting. If a game regresses under the 2.x presentation system, the README links to v1.7.24 as the legacy fallback.

DLSS5 ReShade AIO v2.0.7 Experimental 1

Pre-release

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@kibblerz kibblerz released this 06 Sep 02:55

Experimental adaptive GPU pressure governor

This is an experimental prerelease. The new governor changes game-Present pacing and may behave differently across engines and graphics APIs. If it causes crashes, stuttering, input problems, or worse performance, reinstall the prior stable v2.0.6 release.

This build adds an adaptive GPU pressure governor for games that submit frames much faster than NR, DLSS/DLAA, and Frame Generation can process them. Instead of letting the game consume the available GPU time while most source frames are discarded, the addon learns the sustainable real-frame rate and automatically paces excessive game Presents. With Frame Generation enabled, generated frames remain additional output frames rather than merely compensating for uncontrolled source submission.

Behavior

  • Enabled by default when the game has no saved preference.
  • Waits through startup and requires sustained queue pressure before intervening.
  • Targets completed reconstruction cadence, not the generated/display FPS counter.
  • Relaxes the limit in small steps when processing capacity recovers.
  • Automatically suspends during ReShade overlays, F10 bypass comparisons, focus loss, and rendering-contract changes.
  • Can be disabled with Adaptive GPU pressure governor (experimental) in the ReShade addon settings.
  • An explicit enabled/disabled choice persists for that game across restarts.

The prototype was verified in Batman: Arkham Knight, where an uncapped source previously held the processed output near 80 FPS. Compatibility beyond the tested games is not yet established, which is why this release remains a prerelease.

Installation

Download all three attached files. Install standalone-dlssnr.addon64 and nvngx.dll beside the game's real executable and ReShade DLL. Put DLSS5_AIO_Feed.fx in reshade-shaders\Shaders.

NVIDIA runtime DLLs are not redistributed here. Follow the repository README for the complete runtime requirements and troubleshooting steps.

DLSS5 ReShade AIO v2.0.6

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@kibblerz kibblerz released this 06 Sep 02:20

Optional two-pass Neural Rendering release.

What changed:

  • Adds an experimental "Enable second NR pass" checkbox under Neural Rendering controls.
  • Pass two uses an independent feature handle, temporal history, and input-resolution intermediate texture before DLSS/DLAA.
  • Normal one-pass mode creates no second-pass resources and retains the established command and telemetry sequence.
  • The option is session-only and always starts disabled. It is never written to ReShade.ini and ignores stale prototype settings.
  • If pass-two creation or evaluation fails, the addon falls back to the normal first NR pass.
  • Live toggling recreates the required NGX features without requiring a game restart.

The second pass can roughly double NR cost. Start with a reduced game resolution and conservative source FPS cap.

Installation:
Download all three attached files. Put standalone-dlssnr.addon64 and nvngx.dll beside the game's ReShade DLL/executable (or in the RHI custom addon directory), and put DLSS5_AIO_Feed.fx in reshade-shaders\Shaders. NVIDIA runtime DLLs remain user-supplied and are not included.

DLSS5 ReShade AIO v2.0.5

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@kibblerz kibblerz released this 06 Sep 01:47

Stable queue-pressure guidance release.

What changed:

  • Detects sustained NGX queue saturation after roughly 25 seconds, including silent D3D11 mailbox pressure.
  • Shows a conservative FPS-cap recommendation based on a rolling 15-second low average and rounds down to leave processing headroom.
  • Ignores startup, resizing, ReShade/F10 comparisons, and reconfiguration so transient states do not poison the recommendation.
  • Updates the recommendation as old low samples expire and clears the warning after five continuously healthy seconds.
  • Adds a saved "Hide queue-full performance warning" checkbox that suppresses the notice without changing the pipeline.
  • The native warning explains that a lower cap improves stability and Frame Generation throughput.

Installation:
Download all three attached files. Put standalone-dlssnr.addon64 and nvngx.dll beside the game's ReShade DLL/executable (or in the RHI custom addon directory), and put DLSS5_AIO_Feed.fx in reshade-shaders\Shaders. NVIDIA runtime DLLs remain user-supplied and are not included in this release.