A Windows manager for running experimental DLSS Neural Rendering paths on AMD Radeon GPUs.
DLSS5 AMD Swapper puts the two ways I use the project into one app. Direct Game targets supported x64 DX12/FSR games and can feed the neural runtime real render data. Lossless Scaling gives me a universal desktop route that starts automatically when I press Scale.
Experimental community project. Not affiliated with NVIDIA, AMD, Lossless Scaling, or the upstream compatibility projects listed below.
Important
Why Direct Game can look much stronger
The Lossless Scaling route starts after the game has already produced a finished colour frame. It does not receive the engine's true motion vectors, depth, jitter, exposure state, or render-resolution colour buffer. Keeping large temporal neural corrections from that limited input can cause flicker, smearing, or stale-frame artifacts, so the bridge intentionally rejects unstable broad changes.
The Direct Game route moves Neural Rendering into the game's FSR/DX12 path. When the upstream runtime exposes real colour, motion, depth, and temporal state, the model has much better guidance and can retain stronger material, shading, skin, and local-structure changes while keeping them aligned across frames. See Neural Rendering upstream research.
| Direct Game | Lossless Scaling | |
|---|---|---|
| Best for | Supported single-player/offline games (two backends: official AMD runtime, OptiScaler pre-SR) | Almost any capturable game, video, browser, or app |
| Input | Game FSR colour + motion + depth when available | Finished desktop frame |
| Output | Game keeps control of final resolution | Captured source stays at native visible resolution |
| Setup | Scan → select game → Set up | Configure once → press Scale normally |
| Runtime status | Log-backed rich-input checks | Automatic bridge status |
The scanner covers Steam, Epic, GOG, EA, Ubisoft, Battle.net, Xbox/Game Pass, Rockstar, and standalone installs. A scan ends with a verification summary and intentionally leaves every game unselected.
- Open Releases and download the newest DLSS5-AMD-Swapper portable ZIP.
- Extract it somewhere writable and run
Dlss5AmdSwapper.exe. - For a game install, open Game library → Scan PC, select a compatible target, then click Set up.
- For the desktop route, open Lossless Scaling in the app, configure your local runtime files once, then use Lossless Scaling normally.
For an installed copy with Desktop and Start menu shortcuts, run Install.cmd from the extracted package. Portable use remains available. See the full installation guide for runtime requirements, restore behavior, and source builds.
Developers can reproduce the DirectX runtime and installer checks and light/dark theme checks without controlling the desktop mouse.
For OptiScaler pre-SR, follow the selected game's input guidance after installation. Assetto Corsa Rally needs DLSS or XeSS input, which OptiScaler translates to the configured AMD upscaler. Confirm completed neural work with Refresh evidence; copied files and an enabled setting alone do not prove the effect is running. See troubleshooting a setup with no visible effect.
- Search, status filters, sorting, store grouping, hidden games and local cover artwork.
- Cancellable discovery, extra scan folders and optional full-drive scanning.
- Dark/light themes, tray lifetime and release checking.
- Local activity history and a previewable, sanitized diagnostics export.
- Universal installed-game discovery and deduplication.
- x64, DX12, FSR, and common anti-cheat compatibility checks.
- An explicit per-game Ignore anti-cheat waiver for users who accept the ban risk themselves.
- Automatic install-vs-update handling for the direct-game route.
- OptiScaler pre-SR package verification and reversible install.
- Official upstream installer download with size + SHA-256 verification.
- Local discovery of a legitimate
nvngx_dlssnr.dll; it is never bundled or downloaded by this project. - Reversible per-game setup with hash-backed manifests.
- Runtime diagnostics for colour, motion, depth, output size, and zero-copy state.
- Automatic Lossless Scaling bridge activation when Scale is pressed.
- Manager hotkeys that save strength and on/off state for the next launch.
Manager hotkeys. These save to the configuration file for the next launch; they do not change a running game.
| Shortcut | Action |
|---|---|
Ctrl + Alt + F6 |
Save the direct-game on/off state |
Ctrl + Alt + F7 |
Save decreased strength |
Ctrl + Alt + F8 |
Save increased strength |
In-game controls, provided by the runtime, are what change the image while you play:
| Key | Route | Action |
|---|---|---|
Del |
OptiScaler pre-SR | Overlay: neural on/off, passes, tone, structure, skin structure |
Page Up / Page Down |
OptiScaler pre-SR | Status readout, and cycle its detail |
End |
Official AMD runtime | Upstream status and live toggle |
Lossless Scaling owns these keys while its bridge is active. The Swapper registers the same keys for a running managed direct-game target. The Lossless Scaling route supports effect strength up to 4.0.
Direct-game hotkeys save runtime settings. A saved value does not prove the running game applied it, and OptiScaler reads its configuration only at startup. For A/B testing use the in-game overlay for your route: Del on OptiScaler pre-SR, End on the official AMD runtime.
The 19 September upstream refresh covers DLSS-NR-on-AMD v0.3.1, official pre-upscaling, OptiScaler v0.9.4, and the Lossless Scaling startup investigation for issue #3. In Settings → Check runtime updates, check the latest official releases and the selected pre-SR package version. Stock OptiScaler and the custom AMD pre-SR package remain distinct.
I track AMD runtime changes separately from manager features. See the September AMD research and feature comparison for tested boundaries, upstream changes, and features that still need an AMD-compatible consumer. Fresh testing on the updated Crimson Desert build is detailed in Direct Game verification — 12 September 2026. Newer FSR technologies are not drop-in Neural Rendering replacements. This update does not claim a measured neural-rendering speedup.
These are the two comparison crops approved for the public repository.
| Original | Neural output |
|---|---|
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- Windows 11
- Supported AMD Radeon GPU
- x64 DX12 game with FSR evidence
- AMD Software: Adrenalin Edition 26.1.1 or newer for the currently tested upstream path
- Your own legitimate
nvngx_dlssnr.dll
The manager checks route-specific compatibility before installing. The currently tested AMD pre-SR v1.2 proxy is blocked for Crimson Desert because that exact proxy build exits during startup; the setup flow falls back to the official post-FSR AMD runtime instead. A future pre-SR proxy with a different verified hash is not automatically blacklisted.
- Windows 11
- Lossless Scaling installed from an official source
- Supported AMD Radeon GPU
- User-supplied compatibility/runtime files described in Installation
A separate ROCm install is not required for the normal direct-game route currently tested here. The compatibility runtime uses the HIP runtime supplied with the AMD driver.
I only publish concrete performance numbers when they come from hashed capture logs. The capture helper keeps game/display timing separate from bridge/runtime timing:
.\tools\Capture-Performance.ps1 -ProcessName Game.exe -Seconds 30bridge/scripts/Analyze-Run.py writes sanitized measurement JSON with SHA-256 references to the raw inputs. Raw logs and machine paths stay private. Before publishing I also run:
py .\tools\Check-Publication.pyThe repository and release package do not contain:
- paid Lossless Scaling files or
Lossless_original.dll DLSS-NR-on-AMDinstallers/binaries or generated weights- OptiScaler fork binaries (
OptiScaler.dll,dxgi.dll), package INIs (OptiScaler.ini),dlss-enabler-headless.dllor OptiScaler dependency libraries - NVIDIA DLSS-NR DLLs, models, or weights
- third-party AMD proxy/runtime binaries
- private INIs, manifests, backups, logs, captures, or machine-specific paths
- personal files, secrets, or unreviewed screenshots
The release contains my manager plus project-built bridge/wrapper files and scripts. External runtime files remain local to the person using the tool.
| Guide | What it covers |
|---|---|
| Installation | Portable app, Direct Game, Lossless Scaling, restore, source build |
| Direct Game | Compatibility, install/update flow, diagnostics, CLI |
| OptiScaler pre-SR | Pre-SR route, package verification, presets, diagnostics, and CLI |
| Architecture | Manager, scanner, bridge, direct-game path, trust boundaries |
| Performance | Measurement policy and analyzer output |
| Verification | Runtime evidence and publication checks |
| 12 September verification | Direct-game Crimson Desert re-test, hook-failure evidence, and session diagnostics |
| Development | Building and working on the project |
| Licensing | Third-party boundary and redistribution rules |
This project builds on public research and compatibility work from:
- danielblnc/DLSS-NR-on-AMD
- rakanki911/DLSS5-Swapper — workflow/UI reference; this AMD manager is a separate implementation
- LastSkywalkerER/GameSaver — game-discovery architecture reference; this scanner is a separate C# implementation
- matiasLombo/neural-upstream
- Kizzuwatnaa/DLSS5-Autopilot
- Dagherbou/OptiScaler_DLSSNR
- cdozdil/OptiScaler — upscaler and frame-generation host
- Vodkaman23/DLSS-NR-UE5-Opti-DLL — public reference for the pre-SR fork and pass proxy layout
- gamegpu.com report — configuration report publicising pre-SR with frame generation
- jlrouzies-fr/DLSS5-Feeder
- FrankBarretta/LSP-ReShade
My original project code is released under the MIT License. Third-party software keeps its own license and terms.
This project is not affiliated with or endorsed by NVIDIA Corporation or AMD. DLSS is a trademark of NVIDIA Corporation; AMD and Radeon are trademarks of Advanced Micro Devices, Inc. The repository and release packages do not redistribute NVIDIA proprietary DLSS Neural Rendering DLLs, models or weights, or third-party AMD compatibility runtimes. Required third-party files must be supplied by the user from legitimately obtained copies and remain subject to their own licences and terms.
The project is provided as-is, without warranty. Use it at your own risk.



