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GitHub Open Source 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.

896
Traction Score
48
Forks
Aug 29, 2026
Launch Date
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Product Positioning & Context

AI Executive Synthesis
The product aims to provide a compatibility layer, feeding synthetic DLAA contracts (ReShade depth + motion vectors) to a DLSS 5 add-on via a private D3D12 device. This positions it as a critical enhancement tool for extending advanced rendering capabilities to a broader range of games, leveraging existing ReShade installations.
This issue highlights significant developer pain points related to installation and configuration complexity for advanced rendering injection tools. The existence of a diagnostic script, `Verify-DLSS5Feeder.ps1`, confirms that users frequently encounter setup hurdles, necessitating automated verification. Specific warnings, such as the presence of both 32-bit and 64-bit add-ons, indicate potential user confusion or unclear installation guidance, leading to non-optimal setups. Automatic executable detection, while convenient, also introduces potential misconfigurations requiring manual overrides. For market penetration, simplifying the installation process and providing clearer, architecture-specific packaging is paramount. The product addresses a valuable niche by extending DLSS 5 to non-native games, but its adoption is directly constrained by the ease of deployment. Reducing friction in the setup phase will directly impact user satisfaction and expand the addressable market for this type of rendering enhancement.
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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Deep-Dive FAQs

What is jlrouzies-fr/DLSS5-Feeder?
jlrouzies-fr/DLSS5-Feeder is analyzed by our AI as: The product aims to provide a compatibility layer, feeding synthetic DLAA contracts (ReShade depth + motion vectors) to a DLSS 5 add-on via a private D3D12 device. This positions it as a critical enhancement tool for extending advanced rendering capabilities to a broader range of games, leveraging existing ReShade installations.. It focuses on This issue highlights significant developer pain points related to installation and configuration complexity for advanced rendering injection tools...
Where did jlrouzies-fr/DLSS5-Feeder originate?
Data for jlrouzies-fr/DLSS5-Feeder was aggregated directly from the GitHub Open Source community ecosystem, representing raw developer and early-adopter sentiment.
When was jlrouzies-fr/DLSS5-Feeder publicly launched?
The initial public indexing or launch date for jlrouzies-fr/DLSS5-Feeder within our tracked developer communities was recorded on August 29, 2026.
How popular is jlrouzies-fr/DLSS5-Feeder?
jlrouzies-fr/DLSS5-Feeder has achieved measurable traction, logging over 896 traction score and facilitating 48 recorded discussions or engagements.
Are there active development issues for jlrouzies-fr/DLSS5-Feeder?
Yes, we are currently tracking open architectural debates and bug reports for this project on GitHub. There are currently 5 active high-priority issues logged recently.
What are some commercial alternatives to jlrouzies-fr/DLSS5-Feeder?
Our semantic intelligence engine identifies potential commercial alternatives in the SaaS space, such as Kudos 3.0, which offers overlapping value propositions.
How does the creator describe jlrouzies-fr/DLSS5-Feeder?
The original author or development team describes the product as follows: "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."

Active Developer Issues (GitHub)

open launch Problem from Verify-DLSS5Feeder.ps1
Logged: Sep 5, 2026
open dgVoodooCpl.exe installed by script instead of dgVoodoo2
Logged: Sep 4, 2026
open It doesn’t work for 32‑bit games with the new Nvidia driver version.
Logged: Sep 4, 2026
open NVSDK_NGX_D3D12_Init -> 0xBAD00001 on three machines with NGX Core installed and driver 616.56 (in-process session; same files succeed in host64)
Logged: Sep 3, 2026
open Bayonetta crashing - log and crash dump provided
Logged: Sep 2, 2026

Community Voice & Feedback

Dr1fte • Sep 6, 2026
> That error is the answer, and it is not about your shader list at all:
>
> ```
> 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...
jlrouzies-fr • Sep 6, 2026
That error is the answer, and it is not about your shader list at all:

```
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...
Dr1fte • Sep 5, 2026
[ReShade.log](https://github.com/user-attachments/files/31870488/ReShade.log)

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
aleeshabogo-eng • Sep 5, 2026
as I understood from an Internet search, garry's mod ONLY SUPPORTS DIRECTX 9.0
aleeshabogo-eng • Sep 5, 2026
[dlss5-feed.log](https://github.com/user-attachments/files/31865285/dlss5-feed.log)

[ReShade.log](https://github.com/user-attachments/files/31865290/ReShade.log)
aleeshabogo-eng • Sep 5, 2026
I installed it through the auto installer normally, but errors still appear, I hope it will be clear from the logs.
jlrouzies-fr • Sep 5, 2026
Two separate things here, and the verifier is right about both — but the first line is misleading enough that I want to fix the impression it gives.

## 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...
jlrouzies-fr • Sep 5, 2026
@Daniel9132 — sorry for the delay, and good news: **your new crash is exactly the kind this project could not read until yesterday, and can now.**

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:

``...
jlrouzies-fr • Sep 5, 2026
**dgVoodoo2 *is* installed — `D3D9.dll` is dgVoodoo2.** There is no file called "dgVoodoo2"; the wrapper takes the name of the API it replaces.

I checked the installer rather than assume. It extracts three files, wrapper first:

```powershell
$wanted = @(
@{ P = ('^MS/' + $sub + '/' + $wrapName + '$'); T = $wrapPath }, # D3D9.dll
jlrouzies-fr • Sep 5, 2026
**Reproduced, measured, and it is not a fault in this project — but part of the crash was, and that half is now fixed.**

@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,...
aleeshabogo-eng • Sep 5, 2026
used game Garry's mod 64 bit
used version 0.14.0-beta.1
Dr1fte • Sep 4, 2026
[ReShade.log](https://github.com/user-attachments/files/31855008/ReShade.log)

[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)
Daniel9132 • Sep 4, 2026
I got it working somehow. I first used DLSS 5 Autopilot 1.6.1 which didn't quite work.
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
Toff-kun • Sep 4, 2026
The problem seems to be in Krish's renodx-dlss5.addon64. Deep Fried Chicken works fine for me.
GuruDev-VG • Sep 4, 2026
Can confirm. New drivers broke method for 32 bit games.

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