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dlssg-to-fsr3 is a drop-in mod/replacement for games utilizing Nvidia's DLSS-G Frame Generation technology that allows people to use AMD's FSR 3 Frame Generation technology instead. Only RTX 1600, RTX 2000, and RTX 3000 series GPUs are supported.
Game-specific compatibility can be found here. Using dlssg-to-fsr3 in multiplayer games is ill advised and may lead to account bans. Use at your own risk.
https://www.nexusmods.com/site/mods/738
Universal Method (Recommended)
version.dll, winhttp.dll, or dbghelp.dll. We'll choose version.dll in this example.HogwartsLegacy.exe. An example path is C:\Program Files (x86)\Steam\steamapps\common\Hogwarts Legacy\Phoenix\Binaries\Win64\.dlssg_to_fsr3_amd_is_better.dll and version.dll to your game's installation folder.dlssg_to_fsr3.log will be created after you launch the game.NVNGX Method
DisableNvidiaSignatureChecks.reg and select Run. Click Yes on the next few dialogs.Cyberpunk2077.exe. An example path is C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\bin\x64\.dlssg_to_fsr3_amd_is_better.dll and the new nvngx.dll to your game's installation folder.dlssg_to_fsr3.log will be created after you launch the game.DLSSTweaks Method
CMakeUserEnvVars.json with a text editor and rename ___GAME_ROOT_DIRECTORY to GAME_ROOT_DIRECTORY.GAME_ROOT_DIRECTORY to your game of choice. Built DLLs are automatically copied over.GAME_DEBUGGER_CMDLINE to your executable of choice. This allows direct debugging from Visual Studio's interface.resources\dlssg_to_fsr3.ini to the game directory for FSR 3 visualization and debug options.VULKAN_SDK environment variable set.Visual Studio 2022 x64 Tools Command Prompt instance.dependencies\FidelityFX-SDK\sdk\ subdirectory.BuildFidelityFXSDK.bat and wait for compilation.CMakeLists.txt directly or open the root folder containing CMakeLists.txt.Universal Release x64..\Make-Release.ps1 and wait for compilation.Click to expand.
Version 0.130 - Added support for newer Streamline plugin interposer paths. - Added logging for Vulkan present metering availability.
Version 0.123 - Added a warning prompt because Monster Hunter Wilds crashes without REFramework installed. Once again, multiplayer games aren't supported.
Version 0.122 - Removed a workaround for Indiana Jones and the Great Circle as it is no longer necessary.
Version 0.121 - Added additional error logging. - Added future proofing for RTX Remix-based games. - Fixed issues reading configuration settings when supplied through environment variables.
Version 0.120 - Added support for intercepting/hooking over-the-air Streamline plugin updates with the Universal edition. - Added support for games that pass in bidirectional distortion field resources. - Added workarounds to support Indiana Jones and the Great Circle. - Added workarounds to better support RTX Remix-based games. - Added workarounds for games providing incorrect camera far, near, and field of view values. - Migrated to the latest AMD FidelityFX SDK (v1.1 -> v1.1.3). - Fixed occasional blurry rectangle (interpolation rect) issues when switching upscalers or changing output resolutions.
Version 0.110 - Added native Vulkan support for FSR 3.1.
Version 0.100 - Tentative support for FSR 3.1 frame generation. - Added extremely experimental support for Vulkan. Expect artifacts and disocclusion issues. - Implemented even more aggressive hooking in the universal variants due to recent DLSS SDK changes. - Revised a number of debug log prints.
Version 0.90 - Added a Universal zip archive for maximum game support. Separate READ ME.txts are included within each folder. Registry key tweaks are not required. - Universal DLLs now automatically disable the EGS overlay due to hooking conflicts. - Universal DLLs now bypass GPU architecture checks for stubborn games (Dying Light 2, Returnal). - HDR luminance values are now queried from the active monitor, falling back to defaults when necessary. - Fixed GPU driver crashes in Dying Light 2 with universal DLLs. - Hardware accelerated GPU scheduling status is now logged.
Version 0.81 - Fixed GPU hangs in certain games with major scene transitions (e.g. The Witcher 3). - Miscellaneous smaller stability fixes and error checking. - Added the ability to rename nvngx.dll to version.dll, winhttp.dll, or dbghelp.dll to avoid the registry key signature override requirement.
Version 0.80 - Hopefully fixed all texture format conversion crashes (e.g. Hogwarts Legacy). - Improved error logging, again.
Version 0.70 - Error checking code rewritten. - Logging code rewritten. - Added better support for texture dimensions/formats changing at runtime. - Added a developer config option to show only interpolated frames. - Improved nvngx wrapper dll compatibility.
Version 0.60 - The nag prompt at startup has been removed. - Added a log file ("dlssg_to_fsr3.log") in the game directory. - Added support for developer options and debug overlay ("dlssg_to_fsr3.ini"). - More stability fixes.
Version 0.50 - Experimental format conversion support. This mainly includes HDR-enabled games along with mismatched UI render target formats.
Version 0.41 - Fixed accidental inclusion of debug overlay.
Version 0.40 - Replaced dbghelp.dll with nvngx.dll for better game compatibility. Please delete the old dbghelp.dll version from earlier releases. - DisableNvidiaSignatureChecks.reg is now required for usage in games. - Various stability fixes.
Version 0.30 - Fixed numerous game crashes (e.g. Starfield).
Version 0.21 - Fixed a typo in DLL path determination. - Added explicit binary license.
Version 0.20 - First working build.
Version 0.10 - Initial test release.
$ claude mcp add dlssg-to-fsr3 \
-- python -m otcore.mcp_server <graph>