Open-source project
faisalkindi/DLSS5oneclick avatar
faisalkindi/DLSS5oneclick

DLSS5oneclick: a Rust launcher that wires the leaked DLSS 5 build into DX11 and DX12 games

One-click setup of the leaked DLSS 5 neural-rendering build for any DX11/DX12 game on RTX 20–50, with or without DLSS. ReShade + RenoDX add-on (or OptiScaler engine); DLSS5-Feeder + LumeniteFX for games without DLSS; dlss5-bridge for DX11. Rust, single exe.

831 stars61 forksRustMIT

At a glance

What is it?
DLSS5oneclick is a single Windows executable that detects whether a game already ships DLSS and then installs either a ReShade add-on chain or a Feeder-based stack. It is convenient, opinionated, and built around a leaked model whose behaviour depends on your GPU generation.
Who is it for?
Adopt DLSS5oneclick if you already accept the leaked DLSS 5 model, run a 64-bit DX11 or DX12 game, and want the Feeder, LumeniteFX, ReShade and RenoDX pieces placed and removed by one manifest-driven tool. Do not adopt it if you need a supported NVIDIA feature, a 32-bit target, or a guarantee about which RTX generation the OptiScaler fork will work on.
Can I use it commercially?
Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 4 days ago.
What is it written in?
Mainly Rust, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on September 16, 2026, and from our analysis. They are not legal advice.

DEEP OPEN-SOURCE ANALYSIS

What DLSS5oneclick actually automates

The leaked DLSS 5 neural-rendering build is not a driver feature you can toggle. It is a set of DLLs and ReShade add-ons that have to be dropped into a game folder in a specific arrangement, and the arrangement differs depending on whether the game already calls NVIDIA's NGX API. DLSS5oneclick exists to make that decision for you. The README describes one button that sets up the leaked build in any DirectX 11 or 12 game, with or without DLSS of its own, and the tool ships as a single native Windows exe with no runtime dependency. The only third-party content bundled inside the binary is three SIL-OFL fonts; everything else is downloaded at install time from the projects that produced it. That matters because it means the executable is a downloader and a file placer, not a repackager of someone else's binaries. The audience is narrow: Windows users with an RTX card who are willing to run a leaked model in a shipping game. If you want a supported upscaler, this is not the tool, and the README does not pretend otherwise.

How the two install paths are chosen

Detection is a folder scan. The tool looks for an nvngx_dlss.dll it did not place, or Streamline sl.*.dll files, or nvngx_dlssg.dll and nvngx_dlssd.dll, anywhere up to four folders deep, including under an Unreal project's Plugins tree. If it finds any of those, the game is treated as a native-DLSS title and gets the ReShade add-on build plus the DLSS 5 add-on (renodx-dlss5.addon64 and nvngx_dlssnr.dll). The add-on hooks the game's own NGX calls directly. DX11 games in that path also receive dlss5-bridge, which replays the D3D11 DLSS calls on a private D3D12 device so the add-on can observe them. No Feeder and no LumeniteFX are installed, and a Feeder left over from an earlier run is removed. If the scan finds nothing, the game takes the full Feeder path: ReShade, shader headers, DLSS5-Feeder, LumeniteFX, the DLSS 5 add-on and a config. The scan is the weak point. A stray nvngx_dlss.dll left by another tool, or by an older version of this one before it started marking its own copy, makes a game without DLSS look like a native-DLSS title. The dropdown next to the game line (Auto, Force no-DLSS (Feeder), Force native DLSS) and the --mode=feeder|native flag exist for exactly that case, and the auto line still reports what was detected.

Choosing an engine: ReShade add-on, OptiScaler, or the standalone AIO

For games with native DLSS, two cards sit at the top of the window and the second is greyed out with a reason when the game has no DLSS. The default engine is ReShade with the RenoDX add-on. The second is Dagherbou's OptiScaler_DLSSNR fork, selectable in the GUI or with --engine=opti. That path extracts the fork's release into the game as dxgi.dll, adds nvngx_dlssnr.dll, and records a manifest so Remove takes it out cleanly. In game, Insert opens the OptiScaler overlay and Neural Rendering is off by default there. The two engines cannot share a game because both load as dxgi.dll. The README is explicit that the fork targets the unpatched model, which on the driver's own DLL means RTX 50; with the 310.8.SF model this tool installs, older RTX generations may work but are untested there. That is a real boundary, not a footnote. A third, experimental card has existed since 0.13.15: kibblerz's DLSS5 ReShade AIO, an Apache-2.0 add-on that runs neural rendering, DLSS super resolution or DLAA, and frame generation by itself, replacing the Feeder and the RenoDX add-on together. It is selected with --engine=aio, installs ReShade, extracts the 64-bit AIO zip beside the exe, adds nvngx_dlssnr.dll, and places nvngx_dlss.dll and nvngx_dlssg.dll from NVIDIA's repository when the game has none. The 32-bit package is not wired.

Installing it and running a first game

There is no package manager step. The README points at the latest release and names the asset: dlss5oneclick.exe. Download it, put it somewhere writable, and run it. The GUI lists games and shows a detection line. Pick the game folder, leave the mode on Auto unless you have a reason not to, and press the button. The tool then downloads and places the files for whichever path it chose. On the command line the same choices are available, and the environment variable DLSS5ONECLICK_MODE overrides detection for scripted runs.

bash
dlss5oneclick.exe --mode=feeder

That forces the Feeder path for a title the folder scan misread. For the OptiScaler engine, the documented flag is:

bash
dlss5oneclick.exe --engine=opti

The AIO engine uses --engine=aio instead. RenoDX HDR mods are opt-in and have their own flag:

bash
dlss5oneclick.exe --renodx

If you would rather set it from the environment, the README gives DLSS5ONECLICK_MODE as the variable name. After the tool finishes, launch the game. In the ReShade path you should see the DLSS 5 add-on register; the README notes that the add-on registers as "DLSS 5 Neural Rendering" and that its settings live under the [RenoDX.DLSS5] section of ReShade.ini, separate from a game mod's [renodx-preset1] section. In the AIO path, the add-on's own recommendation is to run windowed, turn the game's upscaling, anti-aliasing and frame generation off, then open Home, Add-ons, Standalone DLSS-NR + SR.

Where it breaks: RE Engine, hybrid GPUs, and double tone mapping

Three failure modes are documented. RE Engine games, meaning anything with re_chunk_000.pak next to the exe, crash under ReShade unless praydog's REFramework is loaded first. Since 0.8.0 the tool installs REFramework's monolithic nightly dinput8.dll as the first step in those titles and Remove takes it out again, but a dinput8.dll the tool did not place is left alone, so a pre-existing one can still conflict. Hybrid machines are the second case. On a laptop with an integrated GPU plus a discrete NVIDIA card, or an AMD or Intel display adapter alongside the NVIDIA card, Windows decides which GPU a process starts on, and a process started on the integrated GPU has no path to the NVIDIA DLLs the add-on needs. The README's section on this is where the excerpt ends, so the exact remedy is not documented in what is available. The third is tone mapping: RenoDX HDR mods require Windows AutoHDR and RTX HDR to be off, because otherwise the image is tone mapped twice. None of these are exotic. They are the normal conditions under which a folder-level injection tool fails.

RenoDX HDR mods and the one-mod rule

RenoDX publishes game-specific HDR and tone-mapping mods as ReShade add-ons named renodx-<game>.addon64. DLSS5oneclick recognises a game by Steam app id from the library's appmanifest_*.acf, falling back to the folder or exe name, and matches against RenoDX's games-index.json and its wiki mod list. When it matches, a RenoDX HDR mod checkbox appears with the mod's status (working or in progress) and the wiki's note for that game. The constraint that matters is that exactly one RenoDX game mod can be present per game. ReShade refuses two add-ons with the same name, and both would write the same keys, so the tool refuses when another renodx-*.addon64 is already there, and Remove only deletes the one it recorded. The link the wiki gives, often a maintainer's fork snapshot, wins over the main-repo snapshot build; games the wiki lists as Nexus or Discord only get the snapshot build with a note. The generic Unreal and Unity fallbacks that RHI offers are deliberately not installed. On the OptiScaler engine the HDR mod still needs ReShade, so the tool adds the ReShade DLL as ReShade64.dll and sets [Plugins] LoadReshade=true in OptiScaler.ini. The README states that this combination follows OptiScaler's own documentation but has not been run in a game by the author.

Alternatives and the maintenance picture

The obvious alternative is not installing any of this and using the DLSS build the game ships, or NVIDIA's own driver-level override. That is a different approach in kind: you get a supported model with a vendor bug tracker, and you give up neural rendering entirely. The closer alternative is doing the manual assembly yourself, dropping ReShade, the add-on and the Feeder into the folder by hand. That gives you control over versions and over which DLL wins, and it gives you no manifest, so removal is a manual cleanup of files you may not remember placing. OptiScaler on its own is another route: it is a general upscaler-swapping layer, and the DLSSNR fork here is a specific build of it. If you already run OptiScaler for other reasons, the fork is a smaller delta than the ReShade add-on chain. On maintenance, the repository is not archived and the last push was on 2026-09-16, with releases v0.13.16, v0.13.17 and v0.13.18 landing on 2026-09-15 and 2026-09-16. That is a fast release cadence, and it is a cost as well as a signal: the tool tracks upstream projects (ReShade, RenoDX, OptiScaler, DLSS5-Feeder, LumeniteFX, the AIO add-on) that can move independently. The licence is MIT, which permits commercial use and modification; the bundled fonts are SIL-OFL, and the tool downloads third-party components under their own licences, including the Apache-2.0 AIO. Whether redistributing a leaked model in your own product is something you want to do is a question for your lawyer, not for this review.

Editorial conclusion

Adopt DLSS5oneclick if you already accept the leaked DLSS 5 model, run a 64-bit DX11 or DX12 game, and want the Feeder, LumeniteFX, ReShade and RenoDX pieces placed and removed by one manifest-driven tool. Do not adopt it if you need a supported NVIDIA feature, a 32-bit target, or a guarantee about which RTX generation the OptiScaler fork will work on. Before installing, confirm the game's executable folder, check whether an nvngx_dlss.dll you did not place is sitting there, and read the Auto line in the GUI to see which path was detected.

Frequently asked questions

Should I keep NVIDIA DLSS on or off when using DLSS5oneclick?

It depends on the path. In the native-DLSS path the add-on hooks the game's own NGX calls, so the game's DLSS setting is what the add-on intercepts. In the AIO path the README's own recommendation is to turn the game's upscaling, anti-aliasing and frame generation off before enabling the add-on's Standalone DLSS-NR + SR.

What is DLSS and should I use it?

DLSS is NVIDIA's upscaling and frame-generation stack, and this tool is built around a leaked DLSS 5 neural-rendering build rather than the supported one. Whether to use it is a separate question from whether to use DLSS at all, and the README treats the leaked model as the premise rather than something it argues for.

Is there a downside to using DLSS?

The README documents downsides specific to this setup rather than to DLSS generally: RE Engine games crash under ReShade without REFramework, hybrid GPU laptops may start the process on the integrated GPU with no access to the NVIDIA DLLs, and RenoDX HDR mods require AutoHDR and RTX HDR to be off to avoid double tone mapping.

Do you need to enable DLSS in the game for DLSS5oneclick to work?

No. The tool has a path for games that ship no DLSS at all, which installs the Feeder, LumeniteFX, ReShade, the DLSS 5 add-on and a config. Games that do ship DLSS take the other path, where the add-on hooks the game's existing NGX calls.

Official sources

  1. faisalkindi/DLSS5oneclick on GitHub
  2. Issues
  3. License: MIT
  4. README
  5. Releases
Community notes

Community notes