Open-source project
ShyVortex/dlss-unlocked avatar
ShyVortex/dlss-unlocked

DLSS Unlocked is a packaging pipeline that inherits someone else's unlocker

Unlock DLSS Upscaler, Multi-Frame Generation (MFG) and DLSS Neural Rendering features on any NVIDIA RTX GPU in any DirectX 12 game that supports DLSS2 and DLSS3 natively.

778 stars33 forksRich Text FormatMIT

At a glance

What is it?
The repository tracks another repository every three hours and rebuilds its binaries into an installer and a zip. What it unlocks is bounded by the game's own menu, and the payload it ships can answer a DLSS request with an AMD or Intel model.
Who is it for?
Two questions decide whether this belongs on your machine. First, whether the game already offers Frame Generation in its own settings, since the project's own requirements refuse anything else.
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 1 day ago.
What is it written in?
Mainly Rich Text Format, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 9, 2026, and from our analysis. They are not legal advice.

Editorial analysis

The requirements page caps what the unlock can do

The headline claims DLSS 3 Frame Generation, Multi-Frame Generation at 2X, 3X and 4X, Intel Xe Frame Generation and Neural Rendering across RTX 20xx, 30xx and 40xx plus Intel Arc. The requirements two headings below say something narrower: the game must natively support DLSS Upscaling and DLSS Frame Generation, and for Multi-Frame Generation to be enabled in the graphics settings the game must natively support the feature. Read together, the unlock is about hardware gating, not about capability gating. The feature has to be present in the title's own menu before anything here applies, and what changes is which card it runs on. DLSS itself ships free inside the NVIDIA driver, so this is not a purchase being unlocked, it is a model already present on your silicon being allowed to run on a generation of card whose drivers ship it but whose games withhold the toggle.

Intel Arc is advertised twice and listed once

Three places disagree about the hardware. The repository summary promises any NVIDIA RTX GPU in any DirectX 12 game. The feature list names RTX 20xx, 30xx, 40xx and Intel Arc, and adds that out of the box the project primarily targets GeForce RTX 20 and 30 series, Turing and Ampere, through the native `dlssg_sm86` unlocker. Then the supported hardware section lists only the three NVIDIA families, with the RTX 40xx line described as switchable to the Ada unlocker through `AdaMfgUnlock=true` in the overlay or in `OptiScaler.ini`. Intel Arc never appears there. The Intel path exists as the bundled `XeFGUnlock` plugin under `OptiScaler/plugins/`, with its own `.asi` and `.ini` files, so the software is shipped but the hardware list that a reader would check first omits the one family that has no NVIDIA path.

Out of the box on Proton is contradicted by the crash list

The opening paragraph promises full compatibility with Windows and Linux under Proton out of the box, and a feature bullet attributes the Linux story to a clean modular layout without recursive driver deadlocks. The known issues section then records that some DirectX 12 titles crash with `VK_ERROR_DEVICE_LOST` under Wine or Proton when the in-game overlay menu is opened, with the stated fix being `OverlayMenu=false` under `[Menu]` in `OptiScaler.ini`. That fix carries its own cost, stated in the same entry: the overlay can then render through the game's internal pipeline, where its colours may be affected by the game's own auto exposure or tone mapping. The Proton path also needs launch time environment variables, named as `WINEDLLOVERRIDES` for the loader override plus `PROTON_ENABLE_NVAPI` and `PROTON_NVIDIA_NVCUDA` for native Multi-Frame Generation, so a Linux user is already outside the out of the box claim before the crash list starts.

A DLSS-G call can be answered by an AMD or Intel model

The bridge layer is where the project's own naming gives the game away. One file in `OptiScaler/` is called `dlssg_to_fsr3_amd_is_better.dll`, and the bridge translates NVIDIA Streamline DLSS-G calls to native DLSS Frame Generation, to Xe Frame Generation, or to AMD FidelityFX FSR 3.1 Frame Generation. So a title asking for DLSS-G can end up served by an AMD generator, with the same frame count and a different model behind it. The `OptiScaler/` folder ships FidelityFX and XeSS components alongside `nvngx.ini` and `dlss-enabler-headless.dll`, and `OptiScaler/streamline/` carries the NVIDIA runtime files at version 2.14.1. Nothing in the text states which path is chosen by default, which makes the overlay the only place that answer appears at runtime. The feature list also borrows language from a different domain, with explainable decisions and a selected model and a cost readout, and none of it applies here: there is no per-frame log, only a config file and whatever frame counter the title already prints. Two entries in the same folder are named for what they disable rather than what they enable, listed as registry bypasses among the companion modules. A payload that ships bypass names in plain sight is at least honest about itself, and it tells you to read the folder listing before installing rather than after.

RE Engine needs its integrity checks bypassed

The second known issue moves out of graphics and into engine anti-tamper. Capcom's RE Engine enforces strict memory and swapchain integrity checks, and the documented crash on boot is reported at `re9.exe!0x140000000...`. The stated route is to use `dxgi.dll` as the proxy name and install REFramework, which hooks the engine early and, in the project's own words, bypasses Capcom's VTable integrity checks. That is a deliberate circumvention of an integrity mechanism, not a compatibility shim, and it is the one part of this repository whose risk is legal rather than technical. Two narrower notes sit beside it. On RTX 20xx and 30xx the fix for frame generation is `FGInput=dlssg` under `[FrameGen]`. And the warning about Multi-Frame Generation at 3X and 4X ends mid word, at `asynchronou`, so the condition it describes is unfinished in the text.

MIT on the repository, vendor licences on the payload

The licence file at the root is MIT, and it covers what this repository itself contains. The shipped binaries are a different matter. The root carries `DLSS for NVIDIA - License.rtf`, a second file called `License (DLSS unlocked).txt`, and a `Licenses/` folder whose stated contents are the official licences for the NVIDIA runtime, AMD FidelityFX, Intel XeSS, third party libraries and legal disclaimers. Those vendor components are physically present: version 2.14.1 of the NVIDIA runtime under `OptiScaler/streamline/`, FidelityFX and XeSS modules under `OptiScaler/`, and a `THIRD_PARTY_NOTICES.txt` beside the `dlssg_sm86` unlocker. Two of those root licence documents are rich text, which is enough for GitHub to report this repository's primary language as Rich Text Format even though the build work is PowerShell and the payload is DLLs. Nothing in the repository states which of those vendor terms permits redistribution inside a repackaged archive, and the legal disclaimers are shipped as a folder of files rather than quoted in the install instructions.

Six root directories the README never mentions

The root holds `.github/`, `.gitignore`, `DLLSG mod/`, `DLSS Unlocked Intro.rtf`, `DLSS for NVIDIA - License.rtf`, `DLSS unlocked.iss`, `Dll version/`, `LICENSE`, `License (DLSS unlocked).txt`, `Licenses/`, `NVIDIA Environment/`, `Output/`, `README.md`, `SM86/`, `Troubleshooting.txt`, `build-optiscaler.ps1` and a thumbnail. Of those, the README explains exactly three: the Inno Setup script, the PowerShell build script and the licences folder. `DLLSG mod/`, `Dll version/`, `NVIDIA Environment/`, `Output/`, `SM86/` and a second troubleshooting document called `Troubleshooting.txt` all sit beside the instructions with no description anywhere in the visible page. That matters for provenance rather than curiosity, because the acknowledgements credit the native Turing and Ampere unlocker to another author's project and the Smooth Motion work for RTX 30 series to a third, so the directories named after hardware targets are holding vendored code whose origin lives in the credits rather than in the paths.

Every tag carries the upstream OptiScaler version

The build story is a sync job. The workflow checks a different repository, OptiScaler-DLSSNR-PreSR-Multipass, every three hours and publishes a new installer and standalone archive when it finds a release, which is why the three most recent tags are NR-v0.9.31, NR-v0.9.32 and NR-v0.9.33, published on 25, 26 September and 1 October 2026. Each tag name embeds the upstream OptiScaler_DLSSNR version rather than a number of this project's own, so the version you install tells you which upstream build you received and nothing about any change made here. The local path is not the same shape as the automated one. It needs Inno Setup 6.2 or newer, and the second step is a manual click rather than a flag:

powershell
# 1. Download latest OptiScaler-DLSSNR-PreSR-Multipass and package standalone zip
.\build-optiscaler.ps1 -DownloadLatest -CreateStandaloneZip

# 2. Compile Inno Setup installer (requires Inno Setup 6.2+)
# Open "DLSS unlocked.iss" in Inno Setup Compiler and click Build

A CI pipeline that polls every three hours is not the same thing as a reproducible local build, and the gap is that manual click. One more detail constrains the layout: the proxy DLL is `dxgi.dll`, renamed to `version.dll` when ReShade is present, so only one of the two can occupy the loader slot at a time.

Editorial conclusion

Two questions decide whether this belongs on your machine. First, whether the game already offers Frame Generation in its own settings, since the project's own requirements refuse anything else. Second, which generator actually runs when you ask for DLSS, because a bundled FSR 3.1 and XeSS path sits behind the same bridge and the version tag does not tell you what you got. Treat the RE Engine VTable bypass as a separate decision from the graphics one: it modifies integrity checks in someone else's engine, and that is a terms question only you can answer. Everything else here is packaging you can inspect before installing.

Frequently asked questions

Does DLSS Unlocked add DLSS to a game that never shipped it?

No. The requirements state that the game must natively support DLSS Upscaling and DLSS Frame Generation, and that Multi-Frame Generation has to be exposed in the game's own graphics settings before it can be enabled. What the project changes is which card the existing feature runs on, not whether the title supports it.

Which GPUs does DLSS Unlocked actually cover?

GeForce RTX 20xx and 30xx, Turing and Ampere, run the bundled dlssg_sm86 unlocker with nothing to configure. RTX 40xx can switch to the Ada unlocker with AdaMfgUnlock=true through the in-game overlay or OptiScaler.ini. Intel Xe Frame Generation ships as the XeFGUnlock plugin, although the supported hardware list names only the three NVIDIA families.

When I ask for DLSS frame generation, does an NVIDIA model always run?

Not necessarily. The bridge translates DLSS-G calls to native DLSS Frame Generation, Xe Frame Generation, or AMD FidelityFX FSR 3.1 Frame Generation, and the package ships dlssg_to_fsr3_amd_is_better.dll next to the FidelityFX and XeSS components. Which path runs depends on configuration the overlay and OptiScaler.ini expose, and the text does not name a default.

What does the MIT licence cover, and what is licensed separately?

The MIT licence at the root covers this repository. The payload carries its own terms: DLSS for NVIDIA - License.rtf, License (DLSS unlocked).txt, and a Licenses folder with the official licences for the NVIDIA runtime, AMD FidelityFX, Intel XeSS, third party libraries and legal disclaimers. The NVIDIA runtime files ship at version 2.14.1 under OptiScaler/streamline/.

How often do new DLSS Unlocked builds appear?

The workflow checks the upstream OptiScaler-DLSSNR-PreSR-Multipass repository every three hours and publishes both an exe installer and a zip when an upstream release appears. The last three tags, NR-v0.9.31, NR-v0.9.32 and NR-v0.9.33, carry the upstream OptiScaler_DLSSNR version rather than a version of their own.

Official sources

  1. Issues
  2. License: MIT
  3. README
  4. Releases
  5. ShyVortex/dlss-unlocked on GitHub
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