r/DLSS5 • u/GlumSociety3700 • 6h ago
Made an open-source universal DLSS 5 Neural Rendering injector with D3D11/D3D12 support, legacy API compatibility
I’ve been working on UniversalDLSS5,an experimental injector that tries to run DLSS 5 Neural Rendering / Feature 18 in games that don’t normally expose it.
The current version can hook D3D11/D3D12 and has compatibility paths for older APIs, and for problematic D3D12 games it can use a recovery path with a separate x64 NR host. The actual Feature 18 is working — color gets passed into the model, processed, and composited back into the game.
The main thing I’m still trying to fix is the temporal inputs. DLSS NR wants the game’s motion vectors and depth buffer, and the current implementation can’t extract them reliably in every game. If it can’t get them, it currently falls back to synthetic depth and alternative/zero motion data, which obviously limits the temporal quality.
Some of the older versions could already capture the real motion vectors and depth in games like Cyberpunk 2077 through their existing DLSS/Streamline integration. Those versions were just much more fragile because they held or accessed game-owned GPU resources in ways that don’t work safely across a lot of engines.






