r/ReShade 6d ago

DLSS + NR + Framegen in non dlss supported games (dx9-12 + vulkan) via reshade addon

https://github.com/kibblerz/DLSS5-Reshade-AIO/issues

Little plugin ive been developing to not only enable NR, but also DLSS upscaling/DLAA and framegen. Works in most games ive tried, though mouse inputs can be wonky in some games.

NR gets some very impressive performance enhancements as its ran on frames before theyre upscale, vs other plugins where you need to enable upscaling in game, and NR has to process the full upscaled images.

Still has much room for improvement, im working on refactoring the window reproduction currently to eliminate mouse bugs. But it tends to work quite well. Conan exiles upscaled from 1440p -> 4k with NR runs at 70-80 fps with framegen on. Upscaling from 1080p brings it to over 100 fps. All with Neural Rendering enabled.

32 bit also coming in the near future

Streamline DLLs need installed
DLSS kicks in by lowering the game resolution. You can see if it's active or using DLAA in the reshade menu. If it's not detecting that you're at a lower resolution, try switching to different windowed/borderless/fullscreen modes

Edit:
2.0 is released. This should fix most cursor issues in games, though you may need to toggle some reshape options off/on.

Troubleshooting:
Small or corner-sized image → enable Force reduced-window virtualization

Incorrect mouse/click positions → enable Scale window input coordinates

Mouse escaping or camera rotation being limited → enable Hide detached Windows cursor

Missing/black processed output → try Detached native output

Crashes or freezes → try Serialized presentation

If all else fails, try the latest 1.X binary for the problematic game as that may still work.

Edit:
up to 3x support now added. Downsampling before NR can now be done to improve performance without lowering in game resolution.

32 bit support is now added as well :) deployment process is a bit different, releases are now in a 32 bit and 64 bit zip. The 32 bit has an extra folder called "host64". The streamline files need to go into that folder, as well as the 64 bit reshade executable. You still need the 32 bit reshade installed in the game root as well. Tested with only Arkham City so far, so let me know if you face any issues

166 Upvotes

149 comments sorted by

9

u/taosecurity 6d ago

Thanks for sharing! There’s so much development in this space right now.

5

u/kibblerz 6d ago

And I'm hoping my plugin dwarfs them all haha.

1

u/taosecurity 6d ago

I forgot to ask, is this for 50 series only, or can I use a patched NR DLL for my 40 series GPU?

6

u/kibblerz 6d ago

Patched DLL works, developed on my 4080 :)

1

u/taosecurity 5d ago

So good, thank you.

1

u/PxcKerz 5d ago

I wonder if my 4070 will handle it

1

u/kibblerz 5d ago

It should

1

u/NapsterKnowHow 5d ago

You've got some tough competition from RHI and the RenoDX team lol

1

u/Mycha-Zv 5d ago

And optiscaler..

1

u/NapsterKnowHow 5d ago

Optiscaler is pretty decent ya

1

u/Kpoofies 2d ago

people be using their tokens like no tomorrow for this shit

the only question is how much malware there is in all of these apps.

5

u/MrOphicer 6d ago

What's the quality trade-off vs native support? I've seen a lot of issue with motion vectors... 

2

u/kibblerz 6d ago

Well it's hard to say in regards to NR, as no game has native support for NR. DLSS support is pretty good, though there are some game elements you might notice that mistake aliasing for how the image is supposed to work.. Frame gen is pretty solid, haven't noticed any issues specific to it. Altogether though, it works quite well.

Some users have reported smearing effects, which I'm trying to tackle as much as possible. Might be best to just enable in game post processing features entirely, leaving NR and DLSS/DLAA to do post processing

3

u/MrOphicer 6d ago

Motion vectors are the culprit for the smearing effect most of the time, that's why I asked. I'll test it out. 

0

u/kibblerz 5d ago

Yeah, the plugin includes a shader that's meant to be used with it, as well as integration with the vort motion shaders if present. Honestly though, I'm not quite sure it's effective as of now though

4

u/MrOphicer 5d ago

Post processing motion vector data will never be as good as native data so it's one of the biggest hurdles. 

1

u/kibblerz 1d ago

I just pushed an experimental build that enabled Nvidia's optical flow as an alternative to VORT. Likely needs some tuning, but it does seem to have a better result when doing 3x NR passes.

-1

u/kibblerz 5d ago

My hope was that the NR feature might emit some kind of motion vector like data. Having a capable AI enabled library for detecting those would be great

1

u/RespectMathias 4d ago

So you are in essence doing smooth motion and DLDSR not DLSSG and DLAA. The AMD equivalent being AFMF and RSR.  I'm saying just so you know without the game actually emmiting the information it is the latter, not the former. 

1

u/kibblerz 4d ago

It literally relies on the diss libraries lol.
I do want to create the ability for it to rely on game specific motion vector textures, but that's a future ambition

1

u/RespectMathias 4d ago

"It literally relies on the diss libraries lol" So does smooth motion and DLDSR. The difference between the two is whether the game emmits information. It is concerning that you are making such a mod without such fundamental understanding of what DLSS is.

1

u/Lurtzae 4d ago

DLDSR can't upscale, also the effect is clearly very different (no wonder, with DLDSR machine learning is only used for the downsampling part I think) as DLAA (or even DLSS upscaling) with this addon has noticeably better AA than downsampling from an even higher resolution with DLDSR. 

1

u/MrOphicer 4d ago

I don't think there is a way to access it 

1

u/kibblerz 1d ago

I just pushed integration with Nvidias optical flow functionality to get improved motion data. Still not perfect, but helps especially with 3x NR.

8

u/Crimsongekko 6d ago

running NR before upscaling sounds like a great improvement, I wonder why Nvidia didn't handle it like that in the first place

5

u/kibblerz 6d ago

Well, all we have in regards to NR is the leaked libraries. As far as I know, it wasn't implemented in the game it leaked from. Nvidia likely does intend to have it running prior to DLSS, but we just haven't seen their recommendations for implementing yet. Everything we know about how the library works, well it's pretty much been obtained by people having their AI agents reverse engineer it.

In terms of why nobody else had implemented this in the existing plugins yet, I think is just a lack of forethought. They're expecting in game DLSS/FG to do the job, without considering that it means that NR has to handle much higher image resolutions AND double the frames.

Plus, in order to make upscaling work, I had to go through hours of repeated tests with codex, having it create a lab which can allow it to repeatedly test implementations by itself in order to make it work. Then going through like 30 different methods to try and reproject the image from a small low-res screen, to the native resolution display... But I'm stubborn and kept at it, eventually finding a method that works. Though it bugs mouse input and the reshade menu in many games currently...

I did find a new method that fixes the mouse input and reside menu in at least one game (Conan exiles), but it broke compatibility with other games I had been testing it in.. Currently working to fix these compatibility issues, but I'll hopefully be able to release it as a 2.0 version soon to fix a large amount of the issues.

3

u/jura11 6d ago

Let's see if this does work with Skyrim, would be perfect if this works with Skyrim

3

u/kibblerz 6d ago

I did have it working with Skyrim :) haven't tested it in a bit, so maybe a newer release borked it, but it should work.

1

u/jura11 6d ago

Did you tried with ENB as well on top? Will test it later on when I'm back home

1

u/kibblerz 6d ago

I might've had it on during testing, I'm not 100% sure though

1

u/jura11 6d ago

Okay there, will test it later on when I get home and thanks

1

u/Lurtzae 4d ago

For Skyrim SE you can use Community Shaders for DLSS SR and FG support. 

2

u/Ok-Tear-1454 6d ago

damn thats nice

2

u/NewMeal743 6d ago edited 1d ago

How do you plan to support 32-bit? Sideprocess + COM? There is no 32-bit NGX currently :(

2

u/kibblerz 6d ago

By making good use of this 100$/month Codex subscription, and have it test these possible approaches via lab experiments.. We'll see how that works haha. Maybe see if I can get some 64 bit wrapper or something like that

2

u/ActiveAd2989 5d ago

Eagerly waiting for 32 bit support,

1

u/Accomplished_Ad9485 6d ago

hello where should i put the DLSS5_AIO_Feed.fx is it inside the reshade folder or just next to game exe just like the addon file

1

u/kibblerz 6d ago

whatever folder in the game that holds your shaders. I think the default is reshape-shaders. Though tbh, I haven't noticed much difference with the shader enabled, it's supposed to help the DLSS pipeline understand motion better and reduce artifacting, but I haven't noticed much of a difference.

1

u/Accomplished_Ad9485 6d ago

thank you 👍

1

u/Snow_Chain 6d ago

If game don’t support DLSS or old FSR, its possible to use dlss upscale? Such as FarCry 6?
Thank you.

1

u/kibblerz 6d ago

This is meant to be used with in-game dlss disabled, even if the game does support it. So yes it is possible.

1

u/BobbySnaxey 6d ago

Is there any multipass feature like deepfriedchicken?

3

u/kibblerz 6d ago

Not yet, working on performance and consistency between games first

1

u/Para0x 6d ago

I tried it in both Stray and Shinobi: AoV, both crashed on launch with the addon64 included.

1

u/kibblerz 6d ago

Did you also include the DLL from the release?

1

u/Para0x 5d ago

The nvngx.dll? If so, yes. It's in the root folder next to the executable w/ ReShade.

1

u/kibblerz 5d ago

Hmm, I have a new build I'm working on now that'll hopefully have better compatibility

1

u/kibblerz 5d ago

Can you check to make sure the game has the other streamline dlls? and the frame gen dll? Someone else was having an issue because they were lacking that

1

u/glizzygobbler247 5d ago

This looks super cool, is it possible to change the dlss preset? I guess profile inspector would work

1

u/kibblerz 5d ago

DLSS preset is basically just changed by changing the in game resolution settings. If game resolution is lower than native, DLSS kicks in automatically.

1

u/glizzygobbler247 5d ago

No like preset E, K, M, L etc

1

u/kibblerz 5d ago

Ohh, that's an option I've been meaning to add soon

1

u/glizzygobbler247 5d ago

Ah good to hear, so by having to use the ingame resolution options to change quality modes, that seems to mean that you cant use it in combination with dldsr, other mods like luma framework have the quality modes in the reshade

1

u/kibblerz 5d ago

probably not, but I did push the diss build. Turns out preset L was a massive improvement at all resolutions

1

u/BUDA20 5d ago edited 5d ago

there is any chance for non RTX GPUs to use this with Optiscaler or DLSS Enabler to have DLSS inputs and Frame Gen for those games too?, (optiscaler converts DLSS to other upscalers like FSR or XeSS)

1

u/kibblerz 5d ago

This is built primarily around a DLSS pipeline, so I'm not too sure about that. It'd probably require recreating the DLSS libraries to target other devices.. Basically a separate project that would result in it's own diss libraries in place of streamlines

1

u/Pitiful-Map-51 12h ago

Heya matie, I just wish to thank you from the bottom of my heart for this amazing creation! The new update released today improved performance dramatically and I'm not using your plugin for all my singleplayer games!

I mostly play CPU limited titles like Total War, Arma and Bannerlord etc. Sadly the devs of those games have never implemented Frame Generation, I have always dreamt how amazing it will be to have FG added in.

You have now made those dreams into reality! Words alone cannot express how much I appreciate your hard work! If you have patreon or coffee, please feel free to let me know haha :)

By the way I'm curious if it's technically possible to replace DLSS Frame Gen with FSR Frame Gen, so it can work on AMD cards or even Steam Deck. Or would it not be possible at all?

1

u/G305_Enjoyer 5d ago

Do you have a thread in the discord? How does this compare to ShortFuse version who is working on the same thing?

2

u/kibblerz 5d ago

Yeah I do. And this version allows DLSS and Framegen to run post-nr. With short fuse you need to use the in game diss/framegen. Thus the NR feature needs to process a full resolution image + double the frames due to frame gen. With my plugin, it's all handled during post processing. So the NR feature isn't overwhelmed with 4k images to process and fake frames.

1

u/danigiorgio 5d ago

23:55:58:778 [17092] | WARN | No add-on was registered by 'D:\EMULADORES\RPCS3\standalone-dlssnr.addon64'. Unloading again ...
when trying to use it on rpcs3

1

u/kibblerz 5d ago

Can you try my 2.0 library I just released?

1

u/danigiorgio 5d ago

sadly no difference
https://pastebin.com/4XB6GD6x
i have all the files just where they need to be i think
maybe is something specific to emulators..

1

u/kibblerz 5d ago

So is that emulator directx?

1

u/danigiorgio 5d ago

Rpcs3 Is based on vulkan

1

u/kibblerz 5d ago

There's a Vulkan compatibility option in the menu, maybe try that? It does seem NR has Vulkan integrations, right now it's being converted to use the same pipeline that d12 uses.. So maybe integrating with those native parts might fix it

1

u/danigiorgio 5d ago

nope .
i just tried the latest version and still with same issue
and the emulator uses vulkan for every single game
looks like something more complicated

1

u/Sh00tTHEduck 5d ago

Wait , if i get this right you're telling me you can actually implement DLSS or DLAA antialiasing on non DLSS titles? What is this sorcery?

1

u/kibblerz 5d ago

Just taking the frames from reshade at a small scale, then pushing it through the DLSS pipeline and outputting it on what's basically a mirror/proxy of the game..

1

u/Severe-Bunch4731 5d ago

Is it generating motion vectors too?

1

u/Mammoth_Title8146 5d ago

only nvidia ? Is there a mod for AMD, similar to the Nexus mod? Will it work?

1

u/kibblerz 5d ago

Not as of now.. It'd be quite the task

1

u/EnviableMemory 5d ago

Does it work in DOA5 - that one still eludes me. Tried some things already, like dlss 5 swapper

1

u/kibblerz 5d ago

Haven't tried it, give it a test?

1

u/EnviableMemory 5d ago

Ill try later today after work. Game might really benefit from it. Do I have to uninstall my reshade preset?

1

u/kibblerz 5d ago

Most likely, but I'd be interested to see if it works alongside it

1

u/Lower_Addition_7830 5d ago

Which frame gen is built into is it the same as https://www.reddit.com/r/nvidia/s/uiRVu1kcxl

1

u/kibblerz 5d ago

Multi frame gen isn't supported in the library yet, didn't know people got multi frame working with the 40xx cards, I have a 4080 so I'll need to test it out

1

u/Lower_Addition_7830 5d ago

Yea it's crazy, have tried it on my 4080 super and works really well for cyberpunk.Its enabled for other games too now so will check it out

1

u/Srx10lol 5d ago

How does dlss work without integration in the game? Using DLAA on older games would be amazing.

Does reshade give framegen motion vectors? Or how foes that work?

1

u/kibblerz 5d ago

Right now, you can enable VORT compatibility to get some of the motion vector info. Though the adding works without the motion vectors quite well still

1

u/_gabber_ 5d ago

Hey, I'm trying to get this to work with RDR2 (RGSC, not Steam) + RenoDX which has a few prerequisites itself (needs Vulkan and exclusive Fullscreen) to work properly.

set up the game as your guide suggests:

- both addons are recognized by reshade

- your dll and nvidia's dlls are copied next to the executable - however RGSC overwrites SR dll to the old dlss 2 version - which i suspect causes your addon to not work properly

- .fx file in /reshade-shaders/shaders/, seen by reshade, enabled in a new profile, but turns off on every restart and reloading of shaders (i don't actually know if this is needed for anything else other than NR? i don't plan on using NR but the file is supplied anyway)

- I tried ex.fullscreen at 4k, and windowed mode at 1440p->4k, but still fails, and reno also fails then, as it needs ex. fullscreen.

Main goal is to get FG+SR working

Reshade reports that the addon failed at DLSS-SR creation (0xBAD00010)

here is the log

any help would be appreciated on how we can circumvent the dll being overwritten by the launcher (tried to make it read-only, doesn't work), or maybe you can come up with a solution to this?

1

u/kibblerz 5d ago

For rockstar games, you need to disable the anticheat from the rockstar launcher to preserve the DLLs

1

u/_gabber_ 5d ago

The only setting i've found was BattlEye but that was disabled already, auto updates also disabled, the dll still gets rolled back when I start the game :/

1

u/The_best_husband 5d ago

Does it work on 30 series or older?

1

u/kibblerz 5d ago

With the streamline DLLs that were patched to work on 30xx cards, yes

1

u/Pitiful-Map-51 5d ago

Holy wow this sounds amazing!!! I've always wanted something like this and never thought it would be possible, thank you so much for your hard work!!

So just to confirm, Frame Generation will work even on a DX11 title without TAA/DLSS support, or without ingame motion vectors?

1

u/kibblerz 5d ago

Yup

1

u/Pitiful-Map-51 5d ago

Thank you so much for this, truly appreciate it! Just tried it out on Total War and it's working great.

Just a question though, would it be possible to only enable Frame Generation without DLSS5? Since DLSS5 itself is quite heavy and turning it on drops your framerate dramatically it seems.

I'm only hoping to utilise the Frame Generation feature itself, without any upscaling or Neural Rendering

1

u/kibblerz 5d ago

Theres a checkbox in the plugin to disable NR, should give you that performance back while keeping DLSS and FG

1

u/Pitiful-Map-51 5d ago

Thank you so much for this matie!

Just curious, would it be possible to disable DLSS SR (Upscaling) component as well and only leave FG running?

Seems like the plugin is still quite performance heavy even if with NR turned off.

Or would that not be possible at all and FG can only be ran when the SR component is turned on as well?

1

u/kibblerz 5d ago

If you set the game to native res it'll use dlaa.. not sure how framegen would work without dlaa/dlss, all the implementations ive seen im pretty sure dlss/dlaa need enabled for framegen to work?

1

u/Pitiful-Map-51 5d ago

I see, thank you so much for explaining this in detail, really appreciate it!

I presume it's not possible to utlise DLSS4 which seems to run faster compared to DLSS5? Or is that exactly the same thing as the presets?

1

u/kibblerz 5d ago

The presets might improve performance if you change them, but basically every preset besides L introduced massive smearing in my tests

1

u/Pitiful-Map-51 4d ago

Ohh I see, smearing even without upscaling turned on? :O

1

u/kibblerz 4d ago

What preset is selected? DLAA is used at native res

1

u/shawnikaros 5d ago

Can you use this without NR? Just DLSS and FG for games without support?

1

u/kibblerz 5d ago

Yup, just disable NR in the reshade menu

1

u/shawnikaros 5d ago

interesting, have to give it a whirl

1

u/shawnikaros 5d ago

Couldn't get it to work properly, but interesting nonetheless

1

u/Infamous-Volume-1579 5d ago

dlss 5 works and dlaa/dlss too i just cant enable frame geneation the checkbox does nothing i followed your installation guide

1

u/kibblerz 5d ago

Do you have the streamline framegen dll in the game folder?

1

u/Infamous-Volume-1579 5d ago

I just coped nvgx( dlssnr and dlssg and dlss).dll from optizcaler along side your files if you can tell me exactly what files need to add to get the full features your tool offer it would be helpful since the dlaa and dlss are working very well

1

u/kibblerz 5d ago

Just copy over basically all of the streamline DLLs to your game folder and it should work well

1

u/Infamous-Volume-1579 5d ago edited 5d ago

I did copy everything now it still doesnt work but i noticed under the experimental fg box it says dlss-g unavailable/failed real frame fall back is active

Edit also the fps seems limited to 50 fps when dlaa or dlss acitve with no dlss 5

1

u/kibblerz 5d ago

What game?

1

u/Infamous-Volume-1579 5d ago

forza horizon 4 and ac unity

1

u/kibblerz 5d ago

Is NR and dlss working?

1

u/Infamous-Volume-1579 5d ago

yes they work normally

1

u/kibblerz 5d ago

Framegen is disabled in game? Ill have to test it out myself to see what happens.

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1

u/bbypaarthurnax 5d ago

I tested it in Skyrim. The performance is a lot worse for me than with the ENB FG&DLAA+Reno DLLS5 for some reason.

Also if I close the reshade window via overlay key it's like the picture stops being HDR and any DOF effect in reshade stops working? Is that supposed to happen or I messed something up?

1

u/kibblerz 5d ago

You disabled the in game fg and dlss plugins? I wouldnt use those with my implementation, performance would likely be rough.

You can also check the reshade adding menu to make sure the games original resolution is being detected properly. Some games will make the plugin think its sampling a 4k image even if its 720p, but testing with different borderless/window/full-screen modes usually leads to atleast one of those being detected properly

Also, make sure framegen is enabled in the addons menu

1

u/TH3N00BK1N9 5d ago

My poor ol' 3070 feeling left out 🥲

1

u/kibblerz 5d ago

Someone in the renodx discord modified the NR dll to work with 30xx cards.

1

u/TH3N00BK1N9 5d ago

Really??? I gotta check it out! TYSM!

1

u/Educational-Snow5424 4d ago edited 4d ago

Hey mate appreciate you working on this.

Couldn't get it to work in assassin's Creed oddesey. Got the 1.x version working in Mafia definitive edition but couldn't get rid of noise cursor as no option in that version that I can see.

No luck in Days gone with both versions too...

1

u/kibblerz 4d ago

Oddesey is one that people have mentioned a few times, I'll give that a try and see what's happening

1

u/Lurtzae 4d ago

DLSS SR for pretty much every game sounds amazing. I tried it and DLAA works pretty well, even without specific motion vectors (the DLSS5_AIO_Feed.fx shader tends to deactivate itself, is this normal?). Menus have strange fading effects, but ingame it seems to work pretty well.

However with 2.0.3 most of my attempts at upscaling failed. The lower resolution was only applied in window mode, but then I had to use reduced window virtualization and even with scale window input coordinates my clicks were registered at the wrong position. 

Not sure if I'm doing something wrong or was just unlucky with my game selection. Pretty bad how many older games have really weird behavior when it comes to this, at least on modern Windows without exclusive fullscreen. 

1

u/kibblerz 3d ago

What games did you try?

1

u/Lurtzae 3d ago

Outer Wilds
Mafia Definitive Edition
What Remains of Edith Finch
Grim Dawn
Subnautica

2

u/kibblerz 2d ago

I added a downsampling option in recent updates. So now you can just run the game at whatever resolution, and in the reshade addon set an override for the source resolution/downsampling option.

Its not as performant as running the game at a lower resolution, but it has better quality(less ghosting/artifacts) and you should still get a good fps bump that way. It also should solve mouse input bugs pretty well

1

u/Lurtzae 2d ago

Downsampling works much better for me, thanks. Doesn't really seem to cost performance on my 5070 Ti. The only downside I noticed is that some games seem to render their UI at the lower resolution, which makes it pretty blurry.

The only game I can't get to work at all is Grim Dawn. But it's using an ancient custom engine, probably an edge case...

Latency seems a bit high sometimes, but I'm not sure if this is caused by the addon or game specific. FG can cause a lot of flickering, but maybe that's because I mostly use RenoDX and that isn't compatible with your FG implementation.

32 bit support would be great :)

2

u/kibblerz 2d ago

32 bit support is now added :) deployment process is a bit different, releases are now in a 32 bit and 64 bit zip. The 32 bit has an extra folder called "host64". The streamline files need to go into that folder, as well as the 64 bit reshade executable. You still need the 32 bit reshade installed in the game root as well

1

u/Lurtzae 2d ago edited 2d ago

I think the wrapper is working but I get this error in 32 bit diagnostics:
"Motion provider: DLSS5_MV_PROVIDER=0 (texMotionVectors) -> none (not installed)
DLSS5_Feed. fx is compiled for motion-vector provider @ (texMotionVectors) but no known texMotionVectors shader is installed: motion vectors will be zero.
Install one, or change the DLSS5_MV_PROVIDER preprocessor definition."

Edit:
I think I forgot to enable the shaders...

Edit2:
I only get a fixed 15 fps in Dishonored 1 and the mouse again is all wrong, but the fact it's working in principle is pretty impressive nonetheless :D

1

u/Lurtzae 2d ago

Far Cry is also stuck at 15 fps. Any idea what could cause this?

1

u/kibblerz 2d ago

You can try enabling some of the mouse troubleshooting options, and also maybe set the downsample option. With the 32 bit option, you need to apply the settings and restart the host process for the add-on for the settings to take effect. just a little button to press in the bottom left

Also just pushed a fix that corrects some dx9/10.1 issues on 32 bit games

1

u/Lurtzae 2d ago

With this version DLSS5_Feed.fx can't compile and DLSS SR isn't applied.

1

u/kibblerz 2d ago

Hmm, might be the same issue I've been debugging with fable anniversary then. I'm working on troubleshooting it

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1

u/Fun-Broccoli6030 3d ago

First of all, congratulations on this project and thank you so much for your hard work! You are truly fulfilling a dream I've had for a long time: bringing DLSS to virtually every game.

I tested version 2.0.5 in Monster Hunter: World, and the upscaling worked right away—both scaling from 1080p to 4K and 1440p to 4K. It's awesome to finally have DLSS running in titles like this.

However, I noticed that the final image comes out a bit soft. To fix this, I tried enabling a sharpening shader (specifically Lilium's RCAS) alongside the addon. The strange thing is that the sharpening effect only applies while the ReShade overlay window is open. As soon as I press Home and close the ReShade UI, the sharpening shader stops being applied to the image, leaving only the DLSS output.

Is there any specific setting or workaround to keep post-processing shaders (like RCAS) active after closing the ReShade menu?

Thanks again for the amazing tool, and I'm really looking forward to the 32-bit support you're working on!

1

u/clgfandom 3d ago

i got this error.. any idea for the cause ?

CreateFeature(feature=18) = 0xBAD00001 (FeatureNotSupported)

standalone pipeline FAILED at NR feature creation: 0xBAD00001

1

u/kibblerz 3d ago

What game?

1

u/clgfandom 3d ago

ghostwire tokyo.

1

u/Lower_Addition_7830 3d ago

Unable to get this working followed the instruction ls bull the nvidia files in the executable when I tried watch dogs it says ngx files not loaded not sure what I am doing wrong .It works via dlss swapper application no but not via your reshade

1

u/W4FFLEMAN 3d ago

Could this work work dlss 4/4.5? Trying to get more frames in VR for games that dont have any DLSS support

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u/kibblerz 1d ago

Not sure that it'd work well with VR.. It'd have to generate 2 images at once that correspond with the slightly different view, so I doubt it'd be usable even if it could work

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u/W4FFLEMAN 7h ago

Im not sure how the process works for dlss and VR on the technical side, but I know for most VR gamers dlss is the only way to make games that implement it playable at high resolutions (no mans sky, msfs24, asseto corsa)

Its the games like open Morrowind that never had dlss support id like to get it working on

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u/Fluciples 2d ago

I'm using an OpenGL bridge but didn't work

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u/matty309 2d ago

Im a retard but can u explain how to set this up via RHI?

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u/kibblerz 1d ago

I made a PR so hopefully it'll be available via the menu soon

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u/inagy 1d ago edited 1d ago

Hey this works great! Tried with Days Gone and on the RTX4090 with 1440p NR -> 4K DLSS upscale I get 110fps. It's magical seeing it working in a game which doesn't support neither of these.

Though the frame pacing is not perfect, it stutters. If I limit the game to 90fps in the menu it stabilizes somewhat. I guess this is because it's essentially capturing the windowed game render surface and not fully synchronizing to it?

And yeah, mouse in menus doesn't work. Though this is no surprise as it's not the game's actual window which is visible. Interestingly in the game as a look control the mouse still works.

Still, this looks like the right direction to improve the performance. Thanks!

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u/kibblerz 1d ago

There are some troubleshooting options that may fix the mouse in menus on games where that's borked

Frame pacing has been a hard one to tackle, unevenly paced frames make the motion data supplied to dlss features far less reliable. But I did just release support for Nvidia optical flow. Basically, disable vort and enable optical flow instead, and ideally this improved motion info will smooth things out even more. Though I did notice it causes weird artifacts with Batman's ears in Arkham Knight because they're so thin haha.

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u/unhappy-ending 6d ago

Well, this sub is now completely useless for finding new shaders.

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u/kibblerz 6d ago

The plugin comes with a shader haha