[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-95955":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":10,"language":11,"languages":10,"totalLinesOfCode":10,"stars":12,"forks":13,"watchers":14,"openIssues":15,"contributorsCount":16,"subscribersCount":16,"size":16,"stars1d":16,"stars7d":16,"stars30d":17,"stars90d":16,"forks30d":16,"starsTrendScore":16,"compositeScore":18,"rankGlobal":10,"rankLanguage":10,"license":19,"archived":20,"fork":20,"defaultBranch":21,"hasWiki":20,"hasPages":20,"topics":22,"createdAt":10,"pushedAt":10,"updatedAt":23,"readmeContent":24,"aiSummary":25,"trendingCount":16,"starSnapshotCount":16,"syncStatus":26,"lastSyncTime":27,"discoverSource":28},95955,"DLSS5-Autopilot","Kizzuwatnaa\u002FDLSS5-Autopilot","Kizzuwatnaa","One-click DLSS5-Feeder setup for Windows games. Scans your library, verifies GPU compatibility, and configures ReShade correctly. Downloads everything at run time - bundles nothing.","",null,"Python",150,6,1,18,0,32,2.54,"Other",false,"main",[],"2026-09-21 02:04:29","# DLSS 5 Autopilot\n\nPuts DLSS 5 neural rendering into games that never shipped it. Scans your\nlibrary, reads each executable, picks the route that fits the game and your\ncard, downloads every part from its publisher, writes the configuration,\nand can take all of it back out. One `.exe`, nothing to install, no admin.\n\n**[Download the latest release](..\u002F..\u002Freleases\u002Flatest)** · Windows 10\u002F11 ·\nNVIDIA RTX 20 or newer\n\n> This repository holds installer logic only. No game files, no NVIDIA\n> binaries, no third-party code is redistributed - everything is fetched at\n> run time from the original publishers. [Credits and licensing](#credits-and-licensing).\n\n## What DLSS 5 is\n\nA network that runs over a finished frame and re-lights it: materials,\nskin, tone. NVIDIA shipped it on 3 September 2026 in NBA 2K27, for RTX 50.\nThe community wired it into other games through ReShade add-ons and an\nOptiScaler fork, and re-targeted the runtime so RTX 40, 30 and 20 run it\ntoo. This tool automates that setup. Unofficial; the tool resolves the\ncurrent version of every part each time it runs.\n\n## Using it\n\n1. Run `dlss5-autopilot.exe`. It scans Steam, Epic, GOG, EA, Ubisoft,\n   Battle.net, Rockstar, Amazon, itch, Heroic, Xbox\u002FGame Pass, `D:\\Games\\*`\n   folders and 19 emulators. Anything else: **Choose folder**.\n2. Pick the game. The card shows what was read - executable, 32\u002F64-bit,\n   graphics API, whether it ships DLSS - and the route it will take.\n3. Press **INSTALL**. The log says what went where. Then start the game and\n   press the key the tool named; **did it work?** reads the game's logs\n   afterwards and reports what happened.\n\nUninstall removes exactly what was written, restores anything it replaced,\nand nothing else.\n\n## Which route a game gets\n\n\u003Cp align=\"center\">\u003Cimg src=\"docs\u002Froutes.svg\" alt=\"Which route a game gets: an RTX Remix mod means remix; 32-bit means feeder; 64-bit DirectX 9 means renodx-dlss; Vulkan means bridge with DLSS and feeder without; OpenGL and DirectX 10 mean feeder; DirectX 11\u002F12 with DLSS means optiscaler on D3D12 (native and neural-upstream offered too) or bridge on D3D11, and feeder without DLSS\" width=\"900\">\u003C\u002Fp>\n\nThe dropdown lists every route the game allows, marks the recommended one\nand greys out what your card cannot run. The card under it says, per\nroute, what it does and what must not sit in the same folder.\n\nThe graphics API comes from the executable's import table; when that\ntable names no graphics DLL (the engine loads its renderer at run time),\nthe tool reads the DLL names inside the exe and then the imports of the\nengine DLLs beside it. An import table can also lie - R.U.S.E. links\nD3D11 and renders with Direct3D 9 - so the install page has a\n**graphics api** dropdown (auto \u002F DirectX 9 \u002F 10 \u002F 11 \u002F 12 \u002F Vulkan \u002F\nOpenGL); the choice is remembered for that folder.\n\n| Route | What it is | For | FPS dial |\n|---|---|---|---|\n| **native** | Krish's `renodx-dlss5` add-on hooks the DLSS calls the game already makes | 64-bit D3D12 games with DLSS; on an RTX card optiscaler is recommended first, native is one click away | the game's DLSS mode |\n| **neural-upstream** | matiasLombo's add-on runs the network at render resolution, *before* the game's DLSS upscales | 64-bit D3D12 games with DLSS | cadence (every 1st\u002F2nd\u002F3rd frame) |\n| **optiscaler** | Dagherbou's OptiScaler fork replaces the upscaler and runs the model over its output; no ReShade | 64-bit D3D11\u002F12 with DLSS, or with FSR 2\u002F3 \u002F XeSS redirected into DLSS | **model resolution 25-100 %** - cost falls with the square; optional **frame generation** (FSR 3.1, any card, D3D12) |\n| **bridge** | NIGos' `dlss5-bridge` mirrors the game's DLSS contract onto a private D3D12 session | D3D11 and Vulkan games with DLSS | the game's DLSS mode |\n| **feeder** | jlrouzies-fr's `DLSS5-Feeder` builds a DLAA contract from ReShade's depth buffer and shader motion vectors | games with **no** DLSS: D3D10\u002F11\u002F12, Vulkan, OpenGL, 32-bit (host64 helper, DirectX 9 through DXVK) | work area 50-100 % (64-bit D3D11) |\n| **standalone-dlssnr** | kibblerz's add-on: own feed, DLAA or DLSS Super Resolution, frame generation, shown through its own window | 64-bit D3D11\u002F12, with or without DLSS; experimental | run the game below native |\n| **renodx-dlss** | ShortFuse's add-on hooks D3D9\u002F11\u002F12 in-process; no bridge, no shaders | 64-bit DirectX 9 (nothing else reaches it); reported failing in many other games | the game's DLSS mode |\n| **remix** | the game has an **RTX Remix** mod; DLSS 5 runs inside the Remix runtime, after its upscaler. Nothing injected | any game with a `.trex` folder beside it | Remix's Neural Uplift sliders |\n\n**Two things that override the diagram.** A Remix mod present means *remix*,\nalways - ReShade crashes a Remix game before it draws. And an online game\nwith anti-cheat (BattlEye, EAC, Vanguard, EA Javelin, HoYoverse, GameGuard,\nXIGNCODE3, Denuvo Anti-Cheat, PunkBuster, FACEIT, Ricochet, ACE) is marked\nin the list and asks for confirmation before INSTALL: ReShade add-ons and\nanti-cheat do not coexist, and a ban is on the person who chooses to\ninstall anyway.\n\n### Frame generation\n\nTwo switches, both off by default:\n\n- **Frame generation, any RTX card** (optiscaler route, D3D12). OptiScaler\n  ships AMD's FSR 3.1 frame-generation libraries; the tool turns them on\n  with the upscaler it already runs as the input. One generated frame per\n  rendered one - 2x - on RTX 20 through 50. Turn the game's own frame\n  generation off; expect added latency; the HUD is the part that varies\n  by game.\n- **Multi-frame generation on RTX 40** (ReShade routes, D3D12 and Vulkan).\n  dashdogy's [RTX40MFG-Unlock](https:\u002F\u002Fgithub.com\u002Fdashdogy\u002FRTX40MFG-Unlock)\n  raises the multiplier of a DLSS Frame Generation the game *already has*\n  to 3x\u002F4x, in memory, with the Ada temporal correction; the tool places it\n  with [Ultimate ASI Loader](https:\u002F\u002Fgithub.com\u002FThirteenAG\u002FUltimate-ASI-Loader)\n  under a proxy name the executable imports. Offered only on an RTX 40 and\n  only when `nvngx_dlssg.dll` or `sl.dlss_g.dll` is in the folder. Research\n  software: higher multipliers and Vulkan can freeze or crash. The\n  multiplier is chosen in ReShade's **DLSS MFG** tab.\n\nThe first works in any D3D12 game on the optiscaler route; the second only\nraises a multiplier the game already has. NVIDIA's own multi-frame\ngeneration stays an RTX 50 feature.\n\n## Your graphics card\n\n`nvngx_dlssnr.dll` is compiled per architecture. NVIDIA's build is FP8 for\nRTX 50; the community re-targeted it for older cards. The tool detects the\ncard, picks the matching build, then opens the file and checks its CUDA\nfatbin records against the card before installing it.\n\n| Card | Build | Cost |\n|---|---|---|\n| RTX 50 | `310.8.0`, NVIDIA's own | full speed |\n| RTX 40 | `310.8.0-RTX40`, community, sm_89 | moderate |\n| RTX 20 \u002F 30 | `310.8.SF` \u002F `SF-v2`, community, FP16 | heavy - about half your fps at 100 % model resolution; use the dial |\n| GTX, RTX 16 | - | does not run |\n\nSwapping the DLL alone does nothing on any card: a game has to *ask* for\nneural rendering, and outside NBA 2K27 none do. That request is what the\nadd-on or OptiScaler makes.\n\n## In the game\n\n| Route | Keys |\n|---|---|\n| optiscaler | **Insert** opens the overlay; neural rendering is already on |\n| native · bridge | **Home** → DLSS 5 tab → neural rendering on (F5 toggles it in add-on 4.6+); keep the game's DLSS on |\n| neural-upstream | **Home** → NR Pre-Upscale tab; keep the game's DLSS on; with DLSS Frame Generation set the cadence to Quality |\n| feeder | **Home** → tick `LUMENITE: Kernel 2.0` (or VORT) and `DLSS 5 Feed`, provider above the feed → DLSS 5 panel → on. 32-bit games: the panel is a separate helper window beside the game |\n| renodx-dlss | **Home** → RenoDX DLSS tab; already on |\n| remix | **Alt+X** → Developer Settings → Post-Processing → Enable Neural Uplift |\n| standalone-dlssnr | **F10** compares |\n\nEverywhere: MSAA\u002FSSAA off. Set resolution and display mode **before**\nturning neural rendering on - the feature is built for one back-buffer\nsize, and a rebuild mid-session is where crashes live. Prefer borderless\nover exclusive fullscreen for the same reason. *\"No .fx files found\"* in\nReShade's overlay is normal on the add-on routes; the add-on tab is what\nmatters.\n\n## Settings worth knowing\n\n- **Model resolution** (optiscaler): 75 % is about half the cost of 100 %,\n  50 % a quarter. The frame keeps full detail; only the model's\n  contribution is computed small.\n- **Feeder build**: stable, newest pre-release, or any exact release when\n  the newest breaks a game. Builds before 0.8 pair with add-on 4.55 and the\n  tool pins it. OpenGL games are pinned to 4.60 (4.70 stalls on GL).\n- **Motion vectors** (feeder): LumeniteFX Kernel by default; **VORT\n  Motion** (optical flow) on OpenGL, where LumeniteFX reads nothing - the\n  tool installs whichever is chosen and puts it above the feed.\n- **Profiles**: save the dials under a name; Quality \u002F Balanced \u002F\n  Performance are built in.\n- **scan library at start** (games page): off means no scan at all -\n  *rescan* and *choose folder* still work. The scan never walks a whole\n  disk (launcher registries, `XboxGames`, folders named Games and the\n  like, emulator locations) and skips removable drives.\n- **What will happen?** lists what INSTALL would write, back up and remove,\n  without writing anything.\n- **Before \u002F after** puts the last two ReShade screenshots side by side.\n- **Check versions**: games you set up earlier are checked against what\n  their publishers offer now; **update (N newer)** appears in the list.\n- The tool updates itself: a new release downloads in the background, its\n  SHA-256 is checked against the `SHA256SUMS.txt` GitHub published, and the\n  top bar offers a one-click restart. `\"auto_update\": false` in\n  `%LOCALAPPDATA%\\dlss5-autopilot\\settings.json` keeps it manual.\n\n## Video, YouTube, webcam\n\nThe feed does not care what draws the frame. The **video and youtube** card\nfetches a portable MPC-HC into a folder of your choice, sets its renderer\nto D3D11 and installs DLSS 5 into it like a game. Open a file, paste a\nYouTube link (played live via yt-dlp, or downloaded first), render a clip\nthrough DLSS 5 offline with **process a file**, or point a webcam at it.\n**F6** toggles the effect while playing. Neural rendering redraws the whole\nwindow, menus included; expect text to look hand-drawn.\n\n**Anything on your screen.** The **screen** row captures part of the\ndesktop (Desktop Duplication on the GPU, NVENC, 30 fps) and plays it\nthrough DLSS 5 about half a second behind: a browser playing YouTube or\nTwitch, an emulator, a video call, a game with anti-cheat. Two methods:\n**screen** - with one monitor the left 62 % of the screen is captured and\nthe player is parked on the right, on top; with two monitors the whole\nscreen is captured and the player goes to the other one. **window** - one\nwindow from the list is captured on its own, wherever it is and whatever\ncovers it, so the player can go fullscreen over it. Nothing is injected\ninto the source; the delay makes this for watching, not for playing.\n\n## RTX Remix\n\nA Remix mod rebuilds an old DirectX 8\u002F9 game with path tracing. Once one is\ninstalled its runtime sits in a `.trex` folder beside the game; press\n**rescan**, the game appears with *remix* chosen, and INSTALL does three\nthings: the matching `nvngx_dlssnr.dll` into `.trex`, one line in\n`rtx.conf`, and - only if you tick **swap the Remix runtime** - a\nDLSS 5-capable community runtime in place of one that has no neural pass\n(original backed up; experimental, it can undo a mod's own fixes).\n\nThe **rtx remix** card lists every project the tool knows about, marks the\nones in your library, and for the two that publish a complete install as a\nplain zip on their own releases page - **GTA IV** and **NFS Underground 2** -\noffers **download & install** from that page. Nothing is mirrored; every\nother project is a link.\n\n\u003Cdetails>\n\u003Csummary>Known Remix projects\u003C\u002Fsummary>\n\n| Game | Mod |\n|---|---|\n| Portal with RTX · Portal: Prelude RTX · Half-Life 2 RTX | official, already Remix |\n| Grand Theft Auto IV | [xoxor4d\u002Fgta4-rtx](https:\u002F\u002Fgithub.com\u002Fxoxor4d\u002Fgta4-rtx) - the one this tool was tested against |\n| Need for Speed: Underground 2 | [Ekozmaster\u002FNFSU2-RTX-Remix](https:\u002F\u002Fgithub.com\u002FEkozmaster\u002FNFSU2-RTX-Remix) |\n| Garry's Mod | [Xenthio\u002Fgarrys-mod-rtx-remixed](https:\u002F\u002Fgithub.com\u002FXenthio\u002Fgarrys-mod-rtx-remixed) |\n| Deus Ex | [onnoj\u002FDeusExEchelonRenderer](https:\u002F\u002Fgithub.com\u002Fonnoj\u002FDeusExEchelonRenderer) |\n| Thief Gold | [Night1099\u002Fthief-gold-rtx-remix](https:\u002F\u002Fgithub.com\u002FNight1099\u002Fthief-gold-rtx-remix) |\n| Morrowind | [BrunchyChineapple\u002FMorrowind-RTX-Remix-source](https:\u002F\u002Fgithub.com\u002FBrunchyChineapple\u002FMorrowind-RTX-Remix-source) |\n| Vampire: Bloodlines | [CattoSalad\u002FVTMB-RTX-Remix](https:\u002F\u002Fgithub.com\u002FCattoSalad\u002FVTMB-RTX-Remix) |\n| Prince of Persia: Sands of Time | [kaminoer\u002Fpop-sot-rtx](https:\u002F\u002Fgithub.com\u002Fkaminoer\u002Fpop-sot-rtx) |\n| Saints Row 2 · Saints Row: The Third | [BRAGme\u002Fsr2-rtx-remix-proxy](https:\u002F\u002Fgithub.com\u002FBRAGme\u002Fsr2-rtx-remix-proxy) · [PurrsianMilkman](https:\u002F\u002Fgithub.com\u002FPurrsianMilkman\u002FSaints-Row-The-Third-RTX-REMIX-compatibility-mod) |\n| Red Faction · Total Overdose · Assassin's Creed II | [BRAGme\u002FRedFaction-RTX](https:\u002F\u002Fgithub.com\u002FBRAGme\u002FRedFaction-RTX) · [Utkar5hM](https:\u002F\u002Fgithub.com\u002FUtkar5hM\u002FTotalOverDoseRTXRemix) · [Kamzik123\u002Fac2-rtx](https:\u002F\u002Fgithub.com\u002FKamzik123\u002Fac2-rtx) |\n| Populous: The Beginning · Silent Storm · Dungeon Keeper 2 | [xmarre](https:\u002F\u002Fgithub.com\u002Fxmarre\u002FPopulous-3-RTX-Remix) · [WormSlayer](https:\u002F\u002Fgithub.com\u002FWormSlayer\u002Fsilent-storm-rtx) · [mencelot](https:\u002F\u002Fgithub.com\u002Fmencelot\u002Fdk2-dxwrapper-with-path-tracing-support) |\n| GTA: Vice City · Cry of Fear · Chess Titans | [GmanRO](https:\u002F\u002Fgithub.com\u002FGmanRO\u002FGTA-VICE-CITY-RTX-REMIX-.ASI-compiled-within-linux-) · [michaelabilliot](https:\u002F\u002Fgithub.com\u002Fmichaelabilliot\u002FCryofFear_RTX-REMIX) · [Kamilkampfwagen-II](https:\u002F\u002Fgithub.com\u002FKamilkampfwagen-II\u002FChess-Titans-RTX) |\n\nMore on [ModDB](https:\u002F\u002Fwww.moddb.com\u002Frtx). A mod existing is not the same\nas it running well.\n\u003C\u002Fdetails>\n\n## When it does not work\n\n**did it work?** reads `ReShade.log`, `dlss5-feed.log`, `OptiScaler.log`\nand the Remix log and names the cause.\n\n\u003Cdetails>\n\u003Csummary>The game closes a second after starting, no message\u003C\u002Fsummary>\n\nSome games quit the moment ReShade hooks Direct3D (Metal Gear Solid V is\nthe known one). The tool runs those through **DXVK**: the game renders on\nVulkan and ReShade loads as a Vulkan layer outside it. Any D3D11 game can\ntake that path with the checkbox on the install page or `--dxvk`; DirectX 9\nalways does. Use borderless there - alt-tab in exclusive fullscreen\nre-creates the swap chain, and the second feature creation crashes.\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>Driver 616.64 or newer: everything loads, nothing changes\u003C\u002Fsummary>\n\nNVIDIA's DLSS 5 launch drivers route the neural feature into the runtime\nitself, and the `renodx-dlss5` 4.6\u002F4.7 add-on faults on every evaluate\nthere (measured by the feeder's author: 4.7 passes 0\u002F300, 4.55 passes\n300\u002F300). With the add-on dropdown on *auto* the tool installs 4.55 on\nthese drivers; a build picked from the list is used as picked. The bridge route is unaffected\n(dlss5-bridge 1.4.9 works around it in memory), and driver 616.56 works\nwith every build.\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>Everything says it works and the picture never changes\u003C\u002Fsummary>\n\nA bordered window makes the swap chain the client area - 1920x1071 instead\nof 1920x1080 - and the neural result never lands on screen while every log\nreports success. Use borderless or true fullscreen at the display's own\nresolution, then press F6. Found on Bayonetta.\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>\"ReShade Vulkan layer is not registered\"\u003C\u002Fsummary>\n\nDirectX 9 and Vulkan games reach ReShade as a Vulkan *layer* - a registry\nentry, not a file. A 32-bit game needs the 32-bit layer; ReShade's own\ninstaller registers only the 64-bit one. Install again: the tool adds the\nmissing one and says so in the log.\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>It worked, then stopped after a display change\u003C\u002Fsummary>\n\nThe contract is built on ReShade's depth buffer, matched against the back\nbuffer. Borderless vs fullscreen, Windows scaling or a render scale below\n100 % can leave none selected. ReShade → Add-ons → depth buffer list: one\nentry must be selected; if none, turn off *Use aspect ratio heuristics*.\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>A Capcom RE Engine game crashes the instant ReShade loads\u003C\u002Fsummary>\n\nRE Engine rejects ReShade's add-on support on several titles, worst with\nDenuvo (Resident Evil Requiem). The tool detects the engine and installs\n**REFramework** first, which loads before the engine's own checks. Not\nguaranteed on every title or update.\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>Antivirus quarantined a file\u003C\u002Fsummary>\n\n`renodx-dlss5.addon64`, `nvngx_dlssnr.dll` and OptiScaler are unsigned,\nnew, uncommon and hook graphics APIs - everything heuristics look for. The\ntool notices the missing file and names it; restore it and exclude the\ngame folder. A download that dies with `SSL: DECRYPTION_FAILED` is an\nantivirus or VPN inside the HTTPS connection; turn that off for the tool.\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>The tool does not list my game\u003C\u002Fsummary>\n\nNot every launcher is in the registry, and an executable locked at scan\ntime (antivirus, an updater, OneDrive placeholders) cannot be read.\n**Open log file** shows what each store returned; **Choose folder** always\nworks. Xbox\u002FGame Pass: only games whose publisher allows modding show\n*Manage > Files > Browse* (or *Enable mods*) in the Xbox app - use it and\nrescan; without it the folder cannot be modified by anything, and the\nSteam version can.\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>Reading the logs yourself\u003C\u002Fsummary>\n\n| Line | Meaning |\n|---|---|\n| `feature ready … DLAA` | the contract was established |\n| `frame N delivered` | frames are being processed |\n| `MV probe … N% non-zero` | should not be 0 % while moving |\n| `CreateFeature raised exception 0xC0000005` | add-on \u002F feeder version mismatch, or a runtime that does not match the card |\n\u003C\u002Fdetails>\n\nBugs: **report a bug** in the tool opens a GitHub issue already filled in\nwith version, card, driver, game, route, the last diagnosis and log tails.\nNothing is sent by itself - you see it in the browser and decide.\n\n## Command line\n\n```\ndlss5-autopilot.exe \"D:\\Games\\Game\"                 install\ndlss5-autopilot.exe \"D:\\Games\\Game\" --check         detect only, write nothing\ndlss5-autopilot.exe \"D:\\Games\\Game\" --remove        uninstall\ndlss5-autopilot.exe \"D:\\Games\\Game\" --route feeder  native, upstream, optiscaler, renodx, bridge, feeder, standalone, remix\ndlss5-autopilot.exe \"D:\\Games\\Game\" --route remix --remix-swap   replace a Remix runtime that has no neural pass\ndlss5-autopilot.exe \"D:\\Games\\Game\" --dxvk          run the game on Vulkan through DXVK (--no-dxvk turns the automatic choice off)\ndlss5-autopilot.exe --video [\"D:\\DLSS5 Player\"]     set up the video player\n```\n\n## Is it safe\n\n- **Every release is built by GitHub, not uploaded by a person.** A version\n  tag runs [`release.yml`](.github\u002Fworkflows\u002Frelease.yml) on GitHub's\n  runner, which builds the exe from the commit you can read, writes\n  `SHA256SUMS.txt` and attaches a signed provenance attestation.\n  `certutil -hashfile dlss5-autopilot.exe SHA256` against the release page;\n  `gh attestation verify dlss5-autopilot.exe --repo Kizzuwatnaa\u002FDLSS5-Autopilot`.\n- **Or skip the exe**: plain Python, standard library and tkinter only, no\n  PyPI packages. `git clone` and `python dlss5_autopilot.py`.\n- It writes only into the game folder you pick (plus, for Vulkan games, one\n  per-user registry value it announces first and removes with the last\n  Vulkan game), keeps its cache in `%LOCALAPPDATA%\\dlss5-autopilot`, never\n  asks for administrator rights, and sends nothing anywhere: no telemetry,\n  no account.\n- **Network access**, and nothing else: `reshade.me`,\n  `raw.githubusercontent.com`, `api.github.com`, `github.com`,\n  `objects.githubusercontent.com`, `codeload.github.com`. Every URL lives in\n  [`core\u002Fsources.py`](core\u002Fsources.py).\n- **Antivirus warnings.** Defender's cloud heuristics (`Wacatac.B!ml`,\n  `Ulthar.A!ml` - the `!ml` is a confidence score, not a match) can delete\n  a new release in its first hours, before enough PCs have run it;\n  the same file is left alone a day later. Every release is submitted to\n  Microsoft as a false positive when it is published; if it happens to\n  you, Windows Security → Protection history → Restore → Allow, or run\n  from source. SmartScreen's *Windows protected your PC* is the missing\n  paid certificate, not the file: More info → Run anyway. Report false\n  positives: \u003Chttps:\u002F\u002Fwww.microsoft.com\u002Fen-us\u002Fwdsi\u002Ffilesubmission>.\n\n## Code signing policy\n\nFree code signing provided by [SignPath.io](https:\u002F\u002Fsignpath.io), certificate\nby [SignPath Foundation](https:\u002F\u002Fsignpath.org). Signing happens inside the\nGitHub Actions release workflow, on GitHub-hosted runners; SignPath verifies\nthat a build came out of that workflow before it signs it, so a signed\n`dlss5-autopilot.exe` is exactly what the tagged commit builds.\n\n- **Team roles.** Author, reviewer and approver: [Kizzuwatnaa](https:\u002F\u002Fgithub.com\u002FKizzuwatnaa)\n  (project owner). Changes proposed by others are reviewed by the owner\n  before they are merged; only the owner approves a signing request.\n- **Privacy policy.** This program will not transfer any information to\n  other networked systems unless specifically requested by the user. It\n  downloads the components it installs from the publishers listed under\n  [Network access](#is-it-safe) and sends nothing anywhere: no telemetry,\n  no account. The components it installs are third-party software with\n  their own terms, linked below.\n\n## Credits and licensing\n\nThis tool is a downloader and configurator. It bundles nothing; each\ncomponent stays under its own licence, fetched from its own publisher.\n\n| Component | Project | Licence |\n|---|---|---|\n| ReShade, shader headers | [crosire\u002Freshade](https:\u002F\u002Fgithub.com\u002Fcrosire\u002Freshade) · [reshade-shaders](https:\u002F\u002Fgithub.com\u002Fcrosire\u002Freshade-shaders) | BSD-3-Clause · per file |\n| DLSS5-Feeder | [jlrouzies-fr\u002FDLSS5-Feeder](https:\u002F\u002Fgithub.com\u002Fjlrouzies-fr\u002FDLSS5-Feeder) | see repository |\n| dlss5-bridge | [NIGos\u002Fdlss5-bridge](https:\u002F\u002Fgithub.com\u002FNIGos\u002Fdlss5-bridge) | MIT |\n| neural-upstream | [matiasLombo\u002Fneural-upstream](https:\u002F\u002Fgithub.com\u002FmatiasLombo\u002Fneural-upstream) | MIT |\n| standalone-dlssnr | [kibblerz\u002FDLSS5-Reshade-AIO](https:\u002F\u002Fgithub.com\u002Fkibblerz\u002FDLSS5-Reshade-AIO) | Apache-2.0 |\n| OptiScaler DLSS-NR fork | [Dagherbou\u002FOptiScaler_DLSSNR](https:\u002F\u002Fgithub.com\u002FDagherbou\u002FOptiScaler_DLSSNR) | GPL-3.0 |\n| LumeniteFX · VORT shaders | [umar-afzaal\u002FLumeniteFX](https:\u002F\u002Fgithub.com\u002Fumar-afzaal\u002FLumeniteFX) · [vortigern11\u002Fvort_Shaders](https:\u002F\u002Fgithub.com\u002Fvortigern11\u002Fvort_Shaders) | AGNYA · MIT |\n| DXVK | [doitsujin\u002Fdxvk](https:\u002F\u002Fgithub.com\u002Fdoitsujin\u002Fdxvk) | zlib\u002Flibpng |\n| REFramework (RE Engine games only) | [praydog\u002FREFramework-nightly](https:\u002F\u002Fgithub.com\u002Fpraydog\u002FREFramework-nightly) | MIT |\n| Remix runtime with DLSS 5 (swap option only) | [lunks\u002Fdxvk-remix-plus-dlssnr](https:\u002F\u002Fgithub.com\u002Flunks\u002Fdxvk-remix-plus-dlssnr) | see repository |\n| RTX40MFG-Unlock, Ultimate ASI Loader (multi-frame generation option only) | [dashdogy\u002FRTX40MFG-Unlock](https:\u002F\u002Fgithub.com\u002Fdashdogy\u002FRTX40MFG-Unlock) · [ThirteenAG\u002FUltimate-ASI-Loader](https:\u002F\u002Fgithub.com\u002FThirteenAG\u002FUltimate-ASI-Loader) | MIT · MIT |\n| MPC-HC, yt-dlp, ffmpeg (video only) | their own releases | GPL \u002F Unlicense \u002F GPL |\n| RenoDX DLSS 5 add-ons (Krish, ShortFuse), NVIDIA NGX runtimes | community mirror [RankFTW\u002Frhi-repo](https:\u002F\u002Fgithub.com\u002FRankFTW\u002Frhi-repo) | **proprietary, no public licence** |\n\nThe DLSS 5 add-ons and the NVIDIA runtimes are closed-source with no\npublished licence. They are not in this repository, not in the release\narchive, and not redistributed here; the tool downloads them from a public\ncommunity mirror exactly as a person would by hand. If you are not\ncomfortable with that, do not use this tool. Remix mods are never mirrored.\nNothing here is affiliated with or endorsed by NVIDIA, ReShade, RenoDX,\nOptiScaler, RTX Remix or any project above. The installer's own code is\nMIT - see [LICENSE](LICENSE). Rights holders: open an issue and it will be\naddressed.\n\nThanks to [perseval-BLR\u002Fdlss5-classic-games](https:\u002F\u002Fgithub.com\u002Fperseval-BLR\u002Fdlss5-classic-games)\nfor the OpenGL findings.\n\n\u003Cdetails>\n\u003Csummary>Building, tests, layout\u003C\u002Fsummary>\n\n```\nbuild.bat                      needs Python 3.10+ and pyinstaller; the release build is GitHub's\npython test_all.py             the whole suite\npython test_install.py         end-to-end install + uninstall in temp folders\npython test_clean_machine.py   empty cache, no local files\n```\n\n```\ndlss5_autopilot.py    entry point (GUI + CLI)\ncore\u002Fgames.py         library scanning     core\u002Femulators.py   emulator profiles\ncore\u002Fpe.py            PE parsing, API detection, exe ranking\ncore\u002Fgpu.py           card, driver, CUDA architecture, build tiers\ncore\u002Fdlss.py          which route fits the game and the card\ncore\u002Fsources.py       every download URL and version pin\ncore\u002Fnet.py           download, cache, extract\ncore\u002Finstaller.py     install engine, route switching, uninstall\ncore\u002Foptiscaler.py    the OptiScaler route      core\u002Fremix*.py    the Remix route\ncore\u002Fvulkan.py        ReShade as a Vulkan layer  core\u002Fdxvk.py      D3D9\u002FD3D11 -> Vulkan\ncore\u002Frefw.py          REFramework               core\u002Fanticheat.py anti-cheat markers\ncore\u002Freshade_ini.py   ReShade.ini and presets    core\u002Ffeedcfg.py   feeder \u002F bridge cfg\ncore\u002Fdiagnose.py      logs -> verdict, bug-report body\ncore\u002Fcomponents.py    are the installed parts still current?\ncore\u002Fupdate.py \u002F selfupdate.py    update check, verified swap-in\ncore\u002Fvideo.py         MPC-HC, YouTube, offline processing, webcam\ncore\u002Fgui.py           interface\n```\n\u003C\u002Fdetails>\n","DLSS5-Autopilot 是一个为 Windows 游戏一键启用 DLSS 5 神经渲染的自动化配置工具。它扫描本地游戏库（支持 Steam、Epic、GOG 等 19 个平台及自定义路径），自动识别游戏可执行文件的架构、图形 API 和原生 DLSS 支持状态，基于 GPU 型号（RTX 20+）智能选择适配路线（如 native、feeder、bridge、OptiScaler 等），实时从官方源下载所需组件（不含任何捆绑文件），并通过 ReShade 或定制注入方式完成配置与卸载。全程无需管理员权限，不安装依赖，单 exe 运行。适用于希望在未原生支持 DLSS 5 的游戏中实验性启用该技术的玩家与技术爱好者。",2,"2026-09-07 02:30:06","CREATED_QUERY"]