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
- Published at
- 17d ago
- 5,123
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- 66,531
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- Synced at
- 3d ago
Latest release
0.4.1Oct 27, 2026, 06:27 AMREADME
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:
MaxGeneratedFramesships 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] Optimizedoffers levels 0 to 3, where 0 is the untouched vendor kernel and 2 is the default - FG Lite preset:
[DLSSG] Presetaccepts A / B / C, and C cuts per-generated-frame GPU time by about 30% at 2X - XeSS engine:
[FrameGeneration] Engine=XeSSswitches to a port of Intel model 15 multi-frame generation with 2X / 3X / 4X - INT8 super resolution: setting
[SuperResolution] ModetoM-INT8orL-INT8swaps the FP16 kernels of the same preset for INT8 ones - Proxy fallbacks: when a game ignores
version.dll, rotate throughwinmm.dll,dbghelp.dll,dinput8.dll,dxgi.dllandd3d12.dll - Logging and timing: the text log lives at
dlssg_sm86/logs/dlssg_sm86.log, and[Logging] FrameTiming=1writesframe_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-FP16orL-FP16, defaultOff[XeSSFG] FlowResolution: defaults toMiddle;CoarseAt4Kswitches toCoarseonce 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
- Quit the game completely and open the folder holding its rendering executable, for example
.../b1/Binaries/Win64/ - Delete leftover proxy DLLs from older versions (
version.dll,winmm.dll,dbghelp.dll,dinput8.dll,dxgi.dll,d3d12.dll) and the olddlssg_sm86.ini - Copy
version.dll,dlssg_sm86.iniand the wholedlssg_sm86/folder, backing up any file with the same name - Launch the game, enable DLSS frame generation in the graphics settings and pick 2X / 3X / 4X
- For 6X, change
[FrameGeneration] MaxGeneratedFramesto 5 - Open
dlssg_sm86/logs/dlssg_sm86.logand confirm aninstallentry 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.dlland a fallback DLL fromalternatives/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.dllexceeds 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