sdli1995

dlssg_for_sm86

A proxy DLL that enables DLSS frame generation and INT8 super resolution on RTX 30 and 20 series GPUs in Windows D3D12 games.

0.4.1
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17d ago
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Latest release

0.4.1Oct 27, 2026, 06:27 AM
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README

Project Overview

When you want DLSS frame generation on an RTX 30 series (SM86) or RTX 20 series (SM75) card, the feature is not officially available; this project routes the official runtime into the game through a proxy DLL. Place version.dll next to the game's rendering executable and the game's NGX calls are handed to the bundled 310.9.16 runtime, enabling 2X to 6X frame interpolation plus optional INT8 super resolution. The current version is 0.4.1; the repository only ships installers and update information, not application source code.

Item Value
Version 0.4.1, runtime 310.9.16
Platform Windows 10 / 11 x64, D3D12
GPUs RTX 30 series SM86, RTX 20 series SM75
Package version.dll, dlssg_sm86.ini and the dlssg_sm86/ folder
Driver NVIDIA R580 or newer

No new GPU needed: one proxy DLL bridges the official frame generation runtime onto RTX 30 and 20 series cards.

Key Features

  • Frame multiplier: MaxGeneratedFrames ships at 3 for 4X, raise it to 5 for 6X, with the actual factor requested by the game and capped by the runtime
  • Kernel tiers: [DLSSG] Optimized offers levels 0 to 3, where 0 is the untouched vendor kernel and 2 is the default
  • FG Lite preset: [DLSSG] Preset accepts A / B / C, and C cuts per-generated-frame GPU time by about 30% at 2X
  • XeSS engine: [FrameGeneration] Engine=XeSS switches to a port of Intel model 15 multi-frame generation with 2X / 3X / 4X
  • INT8 super resolution: setting [SuperResolution] Mode to M-INT8 or L-INT8 swaps the FP16 kernels of the same preset for INT8 ones
  • Proxy fallbacks: when a game ignores version.dll, rotate through winmm.dll, dbghelp.dll, dinput8.dll, dxgi.dll and d3d12.dll
  • Logging and timing: the text log lives at dlssg_sm86/logs/dlssg_sm86.log, and [Logging] FrameTiming=1 writes frame_timing.txt
  • Config tolerance: a mistyped key only falls back to its default and logs configuration_warning, the whole component stays on

Configuration Keys

  • [DLSSG] Optimized: kernel level 0 to 3, default 2, level 1 is bit-identical to the official output and level 3 enables every lossy path
  • [DLSSG] Preset: only A / B / C remain, default A
  • [FrameGeneration] MaxGeneratedFrames: default 3 means 4X, 5 means 6X, and the XeSS engine accepts 1 to 3
  • [SuperResolution] Mode: Off, M-INT8, L-INT8, M-FP16 or L-FP16, default Off
  • [XeSSFG] FlowResolution: defaults to Middle; CoarseAt4K switches to Coarse once output reaches 3840×2160

Target Audience

  • RTX 30 series owners
  • RTX 20 series owners
  • Single-player gamers chasing higher frame rates
  • Advanced users comfortable editing INI files

Quick Start

  1. Quit the game completely and open the folder holding its rendering executable, for example .../b1/Binaries/Win64/
  2. Delete leftover proxy DLLs from older versions (version.dll, winmm.dll, dbghelp.dll, dinput8.dll, dxgi.dll, d3d12.dll) and the old dlssg_sm86.ini
  3. Copy version.dll, dlssg_sm86.ini and the whole dlssg_sm86/ folder, backing up any file with the same name
  4. Launch the game, enable DLSS frame generation in the graphics settings and pick 2X / 3X / 4X
  5. For 6X, change [FrameGeneration] MaxGeneratedFrames to 5
  6. Open dlssg_sm86/logs/dlssg_sm86.log and confirm an install entry appears

System Requirements

Item Requirement
OS Windows 10 / 11 x64
Graphics API Direct3D 12
GPU RTX 30 series (SM86) or RTX 20 series (SM75)
Driver NVIDIA R580 or newer, CUDA 13.0 based
Other No CUDA Toolkit and no Python required

Notes

  • One proxy only: keeping version.dll and a fallback DLL from alternatives/ side by side makes them collide
  • Clean before upgrading: old and new layouts differ, so overwriting leaves stale runtime files and dead INI keys
  • Super resolution lives in the full package: sr_kernels.dll exceeds the GitHub per-file limit and ships only inside the Release archive
  • Self-signed build: the certificate is CN=DLSSG for SM86 (self-signed), so Windows may show an unknown publisher prompt on first run
  • VRAM cost: about 350 MiB at 1080p, 540 MiB at 1440p and 810 MiB at 4K, independent of the interpolation factor

Release history

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