jlrouzies-fr/DLSS5-Feeder

DLSS 5 neural rendering in D3D11/D12/Vulkan games that ship without any DLSS — feeds a synthetic DLAA contract (ReShade depth + motion vectors) to the DLSS 5 add-on via a private D3D12 device.

What it solves

DLSS 5 neural rendering usually requires a game to have native DLSS support to function. This project allows users to apply DLSS 5 neural rendering to games that ship without any DLSS support across a wide range of graphics APIs, including D3D11, D3D12, Vulkan, OpenGL, and even legacy DirectX 9 and 10.

How it works

DLSS5-Feeder acts as a bridge between ReShade and DLSS. It uses ReShade to gather the current frame, depth buffer, and estimated optical-flow motion vectors. It then manufactures a DLSS DLAA "contract" (the necessary API calls) that the game would normally make, allowing a separate neural rendering add-on (such as Deep Fried Chicken or RenoDX) to hook into that process and apply the neural effect to the frame before it is presented to the screen.

Who it’s for

Gamers with NVIDIA RTX GPUs (specifically RTX 50-series for full neural pass support) who want to improve image quality in older or unsupported games using neural rendering techniques.

Highlights

  • Broad API Support: Works with D3D11, D3D12, Vulkan, OpenGL, and DirectX 9/10.
  • Architecture Support: Supports both 32-bit and 64-bit games via a cross-process helper for 32-bit titles.
  • Temporal Stability: Drives a full temporal evaluate using ReShade motion vectors, providing better motion handling for DirectX 9 games compared to simpler alternatives.
  • leverages ReShade: Integrates directly into the ReShade effect chain.

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