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.
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>
> ```
> error X3531: can't unroll loops marked with loop attribute
> ```
>
> **It means ReShade has loaded its DirectX 9 backend.** `DLSS5_Feed.fx` contains a least-squares solver that indexes arrays dynamically and uses `tex2Dfetch`; on Shader Model 3 neither is available, so the compiler is forced to unroll loops the shader explicitly marks `[loop]`, and refuses. It cannot compile there and never could.
>
> And if ReShade is on its D3D9 backend, **dgVoodoo2 is not in effect** — Splinter Cell Conviction is a D3D9 game, and the whole point of the wrapper is that ReShade should be seeing D3D11 instead. The add-on could not have attached either way; the shader error is just the first thing that noticed.
>
> The usual cause is one line. In `dgVoodoo.conf`, under `[DirectX]`:
>
> key must be why
> `DisableAndPassThru` **`false`** It ships as `true`, which disables dgVoodoo entirely. This is the single most comm...
```
error X3531: can't unroll loops marked with loop attribute
```
**It means ReShade has loaded its DirectX 9 backend.** `DLSS5_Feed.fx` contains a least-squares solver that indexes arrays dynamically and uses `tex2Dfetch`; on Shader Model 3 neither is available, so the compiler is forced to unroll loops the shader explicitly marks `[loop]`, and refuses. It cannot compile there and never could.
And if ReShade is on its D3D9 backend, **dgVoodoo2 is not in effect** — Splinter Cell Conviction is a D3D9 game, and the whole point of the wrapper is that ReShade should be seeing D3D11 instead. The add-on could not have attached either way; the shader error is just the first thing that noticed.
The usual cause is one line. In `dgVoodoo.conf`, under `[DirectX]`:
| key | must be | why |
|---|---|---|
| `DisableAndPassThru` | **`false`** | It ships as `true`, which disables dgVoodoo entirely. This is the single most comm...
I have the reshader menu now appearing and the image of the game showing. But I can not start the DLSS5 Host in the deep_fried_chicken reshade addon window. The reshade log is showing it's failing to compile DLSS5 feeder. Do you have any idea why?
[ 8152] | ERROR | Failed to compile 'C:\Games\Tom Clancy's Splinter Cell Conviction\src\system\reshade-shaders\Shaders\DLSS5_Feed.fx':
[30056] | ERROR | Failed to compile 'C:\Games\Tom Clancy's Splinter Cell Conviction\src\system\reshade-shaders\Shaders\DLSS5_Feed.fx':
C:\Games\Tom Clancy's Splinter Cell Conviction\src\system\Shader@0x1DEB95C0(248,11-25): error X3531: can't unroll loops marked with loop attribute
[ReShade.log](https://github.com/user-attachments/files/31865290/ReShade.log)
## 1. It verified the wrong executable
```
[ OK ] Executable: studiomdl.exe (x64, 64-bit, 2,7 MB)
Picked automatically as the largest non-launcher .exe -- use -Exe to override.
```
`studiomdl.exe` is the Source SDK's **model compiler** — a build tool that ships in `bin\win64` and has nothing to do with running the game. The script picked it because it genuinely is the largest non-launcher `.exe` in that folder, which is a fine rule in a game folder and a poor one in an engine `bin\` folder.
Everything after that line is therefore describing an install relative to the wrong binary. Re-run pointed at the real executable:
```
powershell.exe -ExecutionPolicy Bypass -File .\Verify-DLSS5Feeder.ps1 -Exe "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\gmod.exe"
```
(adjust if your `gmod.exe` is elsewhere). That will also tell...
From your log:
```
01:13:01.898 dlss5-feed32 0.13.1-beta.1 attached.
...
01:26:09.809 ### CRASH RECORDED ### exception 0xE06D7363 at 7567A2B4 in KERNELBASE.dll
```
Thirteen minutes of successful running, then `0xE06D7363`. That code is **a C++ `throw`**, not a memory fault — a different failure from your original startup crash, which was an access violation inside `Bayonetta.exe` itself.
And `0xE06D7363` is always raised from inside `KERNELBASE`'s `RaiseException`, so *every* C++ throw in the process logged identically as "at ... in KERNELBASE.dll". That line named the messenger and never the thrower, which is why there was nothing for me to work from.
[**0.14.0-beta.1**](https://github.com/jlrouzies-fr/DLSS5-Feeder/releases/tag/v0.14.0-beta.1) reads the throw record instead and reports what was actually thrown, with its message:
``...
I checked the installer rather than assume. It extracts three files, wrapper first:
```powershell
$wanted = @(
@{ P = ('^MS/' + $sub + '/' + $wrapName + '$'); T = $wrapPath }, # D3D9.dll
@Toff-kun was right: it is the RenoDX add-on. Here is the whole thing.
## What breaks
With `renodx-dlss5.addon64` **v4.6 or v4.7** as the neural consumer, every DLSS evaluate faults inside NVIDIA's own NGX runtime on driver 616.64 and later. The helper catches that fault, so the game keeps rendering normally and simply never receives a neural frame — which is exactly why it reads as *"the host starts but the add-on says it's not working"*.
Measured with `host64\dlss5-feed-host64.exe --test` on an RTX 5090, same files throughout. 616.56 passes every row:
| neural consumer in `host64\` | 616.56 | 616.64 |
|---|---|---|
| none | 300/300 | 300/300 |
| Deep Fried Chicken 1.4.8-alpha | 300/300 | **300/300** |
| `renodx-dlss5` v4.55 (classic engine) | 300/300 | **300/300** |
| `renodx-dlss5` v4.6 | 300/300 | 1/300 |
| `renodx-dlss5` v4.7 | 300/300 | 0/300 |
The fault,...
used version 0.14.0-beta.1
[dlss5-feed-host.log](https://github.com/user-attachments/files/31855013/dlss5-feed-host.log)
[ReShade.log](https://github.com/user-attachments/files/31855017/ReShade.log)
Then I used the "Install-DLSS5Feeder.ps1" Script and manually copied the "Deep-Fried-Chicken-v1.4.8-alpha" Files to the host64 folder.
I think this was everything i did. Hard to say since i tried a lot.
But after some screenshots with the Windows 11 Clipping Tool the game crashed.
[dlss5-feed-crash.zip](https://github.com/user-attachments/files/31854709/dlss5-feed-crash.zip)
[ReShade.log](https://github.com/user-attachments/files/31854708/ReShade.log)
[dlss5-feed.log](https://github.com/user-attachments/files/31854710/dlss5-feed.log)
EDIT: this was the error when it crashed
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