DLSS 5 Neural Rendering · Multi Frame Generation · RenoDX HDR · ReShade
Download · Features · How it works · DLSS 5 · Frame Generation · Safety · FAQ
Prism scans the games installed on your PC, reads what each one actually ships — DLSS runtimes, Streamline, engine, rendering API — and installs the right stack for your GPU in one click. Every file comes from a tracked public source, every NVIDIA DLL is verified before it is written, and everything Prism adds stays listed on the game, ready to be removed.
- One button. Install downloads and places every prerequisite, then the mod itself.
- Nothing half-done. Each install is a transaction: backed up, written, re-read, or fully rolled back.
- Nothing hidden. Every file Prism wrote is tracked per game and removable in one click.
- Nothing bundled. Prism ships no third-party binary; it fetches from the official sources.
| Package | For | |
|---|---|---|
Prism-Setup-<version>.exe |
Most users — Start menu entry, uninstaller, automatic updates | Latest release → |
Prism-<version>-win-x64.zip |
Portable use — extract anywhere in your user folder | Releases |
Source code (zip / tar.gz) |
Review or build it yourself | attached to every release |
Each release publishes a .sha256 checksum next to every file.
| Minimum | |
|---|---|
| OS | Windows 10 1809 or Windows 11, x64 |
| GPU | Any GPU for ReShade and HDR · NVIDIA RTX 20 series or newer for DLSS paths |
| Runtime | None — the .NET runtime is included |
| Network | Required to download components and updates |
Note
Installs per user, no admin needed (%LOCALAPPDATA%\Programs\Prism). Prism itself asks
for elevation at launch, because game folders often live under Program Files.
A brand-new release has no reputation yet. Prism is not code-signed, so Windows
Smart App Control can refuse to start a build published hours ago, until Microsoft's cloud
has seen it. Older releases are usually fine. If a new build does not start, use the
previous release or build from source — and SmartScreen's “Windows protected your PC”
is only a warning: More info → Run anyway, after checking the file against its .sha256.
Code-signed releases are being set up; that removes the problem for good.
|
OptiScaler DLSS 5 in one click on DirectX 12: the neural pass inside the game's pipeline for a fraction of its usual cost, no ReShade needed. Or the complete RenoDX DLSS package — ShortFuse's add-on or DLSS5 Tool — with DLSS 310.9.1 and Streamline 2.14.1. The neural runtime is matched to your GPU: NVIDIA signature required, pinned checksum for the RTX 20–40 build. |
Paths filtered by GPU generation: native MFG on RTX 50, RenoDX MFG Unlock ×2–×6 on RTX 40, ported DLSS-G on RTX 30 and 20. Games without frame generation get it through OptiScaler: NVIDIA's own DLSS FG on RTX 40/50, or FSR FG on any GPU. |
|
The RenoDX mod list is read live: the right mod per game, and the notes of its row applied
( |
An Added by Prism strip on every game: one entry per install, one Remove button. Reset injections brings a game back to how its platform installed it — Prism's installs, and what other installers, OptiScaler or manual installs left behind. |
|
The game's own |
18 languages with right-to-left Arabic, two themes, an interface that scales from a laptop
window to a 4K display, and self-updates from GitHub Releases. Games from any store — or added
by their |
flowchart LR
A([Install]) --> B{Missing<br/>prerequisites?}
B -- ReShade --> C[reshade.me]
B -- Streamline --> D[Matched NVIDIA SDK]
B -- DLSS-G 310.x --> E[Signed catalog]
C & D & E --> F[Selected path]
B -- none --> F
F --> G{Game closed?<br/>signature · SHA-256}
G -- rejected --> H([Nothing written])
G -- ok --> I[Transaction:<br/>backup · write · re-read]
I -- failure --> L([Previous state restored])
I -- ok --> J[Change registry]
J --> K([Listed under<br/>Added by Prism])
| Guarantee | How |
|---|---|
| No partial install | Every write goes through a transaction: original backed up, new file written beside it and swapped atomically, re-read and compared to its source. First failure → everything touched is restored. |
| No write while the game runs | Prism refuses to act while the game executable is running or a target file is locked — the #1 cause of half-installed DLSS stacks. |
| No original lost | The first version of every replaced file is kept; later installs never overwrite that backup. |
| Exact uninstall | A per-file, per-install registry with checksums. Remove undoes a whole install, not a single file. |
| In the game | What Prism does |
|---|---|
| ReShade add-on ≥ 6.8 already loaded, under any name | nothing — no download |
| Standard or outdated ReShade | replaced in place, same name, original backed up |
| No ReShade | name chosen from the executable's imports: d3d9.dll, opengl32.dll, otherwise dxgi.dll |
| Proxy already used by OptiScaler | ReShade64.dll + [Plugins] LoadReshade=true |
| Proxy used by another tool | d3d12.dll / d3d11.dll depending on the API, otherwise refused — never overwritten |
| ReShade loaded twice | reported, install blocked |
| Vulkan game | refused: ReShade goes through its global Vulkan layer |
The DLL is extracted from the official reshade.me installer without running it. The add-on build is identified without guessing: the standard build contains the string “only limited add-on functionality”, the add-on build does not.
The same strip lists what the game contains beyond its original files without Prism having
placed it — ReShade, RenoDX add-ons, OptiScaler, DLSS Enabler, dlssg-to-fsr3, Special K,
DLSSTweaks, ASI loaders, nvngx_dlssnr.dll. Known mod files can be set aside (copied to
Prism's backups, then removed); NVIDIA runtimes replaced by hand are flagged, never guessed.
Deep clean (Changes page) goes further, following each tool's own rules rather than guesses:
| Left behind | What Prism does |
|---|---|
X.original, empty — an installer created X from scratch |
X and the marker removed |
X.original, not empty — the game's original, renamed by an installer |
original put back in place |
| An installer's file manifest in the game folder | every file and folder it lists removed |
OptiScaler under any DLL name (OriginalFilename = OptiScaler.dll) |
removed with its companions |
The full list is shown before anything happens, every file is copied aside first, and the whole pass can be undone. Copy file list exports everything that differs from the original game.
| API | Path | Why |
|---|---|---|
| DirectX 12 | OptiScaler DLSS 5 (recommended) | one click, no ReShade, a fraction of the usual cost |
| DirectX 11 · 12 | RenoDX DLSS · ShortFuse (recommended on DX11) | full stack, verified file by file |
| DirectX 12 | RenoDX DLSS 5 (DLSS5 Tool) | lighter add-on, same stack |
| DirectX 12 | OptiScaler DLSSNR · PreSR Multipass | neural pass inside the pipeline, no ReShade needed |
| DirectX 11 · Vulkan | DLSS 5 Bridge | mirrors the native DLSS call |
| DirectX 11 or 12 | DLSS5 One-Click | single installer, RTX 20–50 |
Skynizz/optiscaler-dlss5 is an optimised
OptiScaler fork: the model runs before DLSS Super Resolution (pre-SR) and an edit cache reuses its
work between frames. In Control Resonant (RTX 4070, 1440p) the Quality preset renders 46.7 fps
against 34.4 for the stock DLSS-NR pass, with less flicker.
One click on Install does all of it, in one transaction:
| File | Source | Check |
|---|---|---|
OptiScaler.dll, under a free proxy name (or in place of an OptiScaler already loaded) |
latest release of the fork | archive matched against its published .sha256 |
nvngx.dll_dlssnr.dll (forwarder) |
same archive | |
OptiScaler.ini, preset to Quality |
same archive | settings already tuned in this fork are kept |
nvngx_dlssnr.dll |
driver store (RTX 50), else rhi-repo per GPU |
NVIDIA-signed or pinned SHA-256 |
A RenoDX DLSS add-on placed by Prism is set aside in the same step (one neural pass at a time). In game: Insert, then the DLSS 5 tab; F6 compares with the stock pass live. Remove puts everything back, the previous OptiScaler included.
| Component | Source | Check |
|---|---|---|
renodx-dlss.addon64 (ShortFuse) or renodx-dlss5.addon64 |
RankFTW/rhi-repo, latest stable build — release candidates are never picked |
registered for early loading |
nvngx_dlss · dlssg · dlssd |
rhi-repo — 310.9.1 |
NVIDIA Authenticode |
sl.* |
rhi-repo — Streamline 2.14.1 |
NVIDIA Authenticode |
nvngx_dlssnr.dll |
rhi-repo, per GPU |
NVIDIA-signed or pinned SHA-256 |
- RTX 50 —
dlssnr-310.8.0, the original NVIDIA-signed runtime. - RTX 20 to 40 — the original fails there (
0xBAD00001); Prism installsdlssnr-310.8.SF-v2, accepted only if its checksum is pinned inNeuralRuntimePins.
The check is all or nothing: one rejected DLL and the game is not touched.
Diagnostic. The overlay can say active while the neural pass was refused or discarded.
After each launch Prism reads the game's ReShade.log against a signature catalog
(Diagnostics/signatures.json, also fetched from this repository)
and shows what really happened, with the log line that proves it.
Placement. NGX DLLs and sl.* go where the game loads Streamline (on Unreal,
Plugins\…\ThirdParty\Win64). nvngx_dlssnr.dll also goes next to the executable, where
the add-on loads it.
Troubleshooting
| Symptom | Cause | Prism |
|---|---|---|
Overlay shows “NO NR FEATURE MATCHED”, 0xBAD0000B |
nvngx_dlssnr.dll missing next to the executable: the add-on falls back to the driver runtime, rejected on RTX 20–40 |
NEURAL RT row in error, Install places it |
0xBAD00005 on every NR evaluation |
a modified or unknown nvngx_dlssnr.dll |
flagged as untrusted, replaced, original backed up |
X3506: unrecognized compiler target 'cs_5_1' in the ReShade log |
the game ships a Windows 8.1 d3dcompiler_47.dll |
D3DCOMPILER row, replaced by the Windows copy |
| “being used by another process” | the game or its launcher is still running | install refused until it is closed |
The interface separates the NVIDIA engine from FSR frame generation, and says which multiplier each path really delivers.
| GPU | Recommended path | Alternatives |
|---|---|---|
| RTX 50 · Blackwell | Native DLSS-G ×2–×4 | OptiScaler · FSR FG, DLSS Enabler |
| RTX 40 · Ada | RenoDX MFG Unlock ×2–×6 | Native DLSS-G ×2, RTX40MFG-Unlock |
| RTX 30 · Ampere | dlssg for sm_86 ×2–×4 | OptiScaler · FSR FG, DLSS Enabler |
| RTX 20 · Turing | dlssg for sm_75 ×2–×4 | OptiScaler · FSR FG, DLSS Enabler |
Games without frame generation — DirectX 12, with DLSS, FSR 2+ or XeSS turned on in game:
| Path | GPU | Multiplier | How |
|---|---|---|---|
| OptiScaler · DLSS FG | RTX 40 · RTX 50 | ×2 · up to ×4 | NVIDIA's DLSS-G driven from the game's upscaler (wilsjo2 fork); Streamline 2.14.1 files checked against pinned SHA-256 |
| OptiScaler · FSR FG | any | ×2 | official OptiScaler, FGInput=upscaler |
One OptiScaler per game: installing another path reuses the one already loaded instead of adding a second copy under another DLL name.
Rules enforced by the compatibility matrix:
- Dynamic MFG = DLSS-G 310.9.1 + Streamline 2.14.1 + driver 595.41+ + D3D12.
- Streamline older than 2.12.129: the wrapper blocks, not the runtime.
sl.*components from two different packages are never mixed.
At startup Prism reads the RenoDX mod list and builds a plan per game, shown on the Injection page:
- Dedicated row in the wiki (Steam AppID, then name) → the game's add-on.
- Engine tables — an Unreal game listed under UE Extended gets the generic add-on
and the notes of its row applied:
ReShade.inikeys, theEngine.iniblock written to%LOCALAPPDATA%\<Project>\Saved\Config\…and set read-only. - Dedicated snapshot build, then the engine's generic add-on.
Each step is tagged PRISM (applied), CHECK, or YOU (to do in game). Ambiguous notes are
never turned into settings; mods published only on Nexus or Discord are reported, not guessed.
| Guarantee | Implementation |
|---|---|
| Authentic NVIDIA DLLs | WinVerifyTrust + certificate signer |
| Patched neural runtime | accepted only on a pinned SHA-256 |
| DLSS catalog | signed manifest + MD5 verified before writing |
| No partial install | per-install transaction, SHA-256 re-read, full rollback |
| Game running | writes refused while the executable runs or a file is locked |
| User files | ReShade presets, foreign dxgi.dll and files changed outside Prism are never overwritten |
| Updates | SHA-256 required; once signed, same publisher required; rollback on failure |
Blocklist. Optiscaler-Client is excluded: the OptiScaler team states it has no official
management application.
Warning
Overlays load a library into the game process. In multiplayer games protected by anti-cheat this can be treated as tampering. Use Prism for single-player games only.
Prism checks GitHub Releases at startup (can be disabled) and from Settings ▸ Updates.
| Step | Guarantee |
|---|---|
| Check | in the background, never blocks the interface |
Download Prism-<version>-win-x64.zip |
rejected if it does not match its .sha256 |
| Signature | once Prism is signed, updates must carry the same publisher |
| Replace files | current files renamed .old, full rollback on any error |
| Restart | .old files removed on next launch |
Pre-releases are offered only to users who enable Test builds.
Does Prism include NVIDIA or third-party DLLs?
No. Prism downloads each component from its official public source at install time, verifies it, and records exactly what it wrote. See Sources.
Can I go back to the original game files?
Yes. Remove undoes one install; Changes ▸ Restore vanilla undoes everything Prism did
to a game, with SHA-256 verification. Backups live in %LOCALAPPDATA%\Prism and survive
uninstalling Prism.
Why does Prism ask for administrator rights?
Many games are installed under Program Files, where replacing DLLs requires elevation.
The installer itself does not need admin rights.
Is it safe with online games?
Do not use overlays in multiplayer games with anti-cheat. Prism is meant for single-player.
My antivirus or SmartScreen warns about Prism.
Two different things. Smart App Control blocks unsigned apps outright — Prism cannot run
while it is enabled, and only a code-signed release fixes that. SmartScreen only warns, and
you can proceed with More info → Run anyway. Antivirus heuristics also flag tools that
download DLLs and modify game folders. Verify the download against its .sha256, or build
Prism from source.
Prism builds on the work of these projects. All credit for the mods goes to their authors.
| Component | Repository | Role |
|---|---|---|
| RenoDX DLSS 5 | RankFTW/rhi-repo |
add-on + DLSS / Streamline / neural runtime stack |
| RenoDX HDR | clshortfuse/renodx · wiki |
per-game HDR mods |
| RenoDX MFG Unlock | mavismmg/MFGAdaUnlock-RenoDx |
MFG on Ada |
| DLSS runtimes | beeradmoore/dlss-swapper |
signed manifest + MD5 |
| Streamline SDK | NVIDIA-RTX/Streamline |
matched sl.*, official source |
| ReShade | reshade.me | add-on host |
| RTX40MFG-Unlock | dashdogy/RTX40MFG-Unlock |
MFG on Ada via proxy |
| OptiScaler | optiscaler/OptiScaler |
FSR-FG / XeSS-FG |
| OptiScaler DLSS 5 | Skynizz/optiscaler-dlss5 |
Neural Rendering on DX12, optimised |
| OptiScaler DLSSNR | Dagherbou/OptiScaler_DLSSNR |
Neural Rendering on DX12 |
| PreSR Multipass | wilsjo2/OptiScaler-DLSSNR-PreSR-Multipass |
Neural Rendering on DX12 |
| DLSS 5 Bridge | NIGos/dlss5-bridge |
Neural Rendering on DX11 / Vulkan |
| DLSS5 One-Click | faisalkindi/DLSS5oneclick |
single installer |
| dlssg for sm_86 | sdli1995/dlssg_for_sm86 |
DLSS-G on RTX 30 |
| dlssg for sm_75 | Coldwood1026/dlssg_for_sm75 |
DLSS-G on RTX 20 |
| DLSS Enabler | artur-graniszewski/DLSS-Enabler |
FSR 3.1 fallback |
English · Français · Deutsch · Español · Italiano · Português (Brasil) · Русский · Українська · Polski · Türkçe · العربية · हिन्दी · 日本語 · 한국어 · 简体中文 · 繁體中文 · Bahasa Indonesia · Tiếng Việt
The Windows display language is used on first launch. Strings live in Lang/<code>.json,
embedded in the executable, with a language → English → key fallback. Translation fixes
are welcome.
Requirements: .NET 10 SDK, Windows 10 or 11.
git clone https://github.com/Skynizz/Prism.git
cd Prism
dotnet build -c Release
.\bin\Release\net10.0-windows\Prism.exeRelease packages (portable zip, installer, checksums, GitHub release):
.\scripts\release.ps1 -Version 1.1.0 -Notes "What's new" # requires gh and Inno Setup 6
.\scripts\release.ps1 -Version 1.1.0 -NoPublish # build everything locallyProject layout
Prism/
├─ Core/ minimal MVVM, converters, localization, adaptive layout panels
├─ Lang/ 18 translation files, embedded
├─ Models/ games, DLLs, GPU, paths, change registry, HDR plans
├─ Services/ scan, detection, downloads, signatures, installers, transactions,
│ change registry, vanilla restore, RenoDX wiki, self-update
├─ ViewModels/ MainViewModel (shell), GameDetailViewModel, NexusViewModel
├─ Views/ window + 13 pages, Controls/
├─ Themes/ Classic and Studio design tokens and styles
├─ Assets/ icon, splash screen, installer artwork
├─ installer/ Inno Setup script
└─ scripts/ release.ps1
One NuGet package: Microsoft.Web.WebView2, for the Nexus Mods page. The browser engine is the WebView2 runtime that ships with Windows 10 and 11.
Prism is free software released under the GNU General Public License v3.0.
Prism is an independent project. It is not affiliated with, endorsed by, or sponsored by NVIDIA, AMD, Intel, crosire (ReShade) or any mod author listed above. NVIDIA, RTX, DLSS and GeForce are trademarks of NVIDIA Corporation; other names belong to their respective owners.
Prism distributes no third-party binaries: it downloads from official sources, verifies, and keeps a record of every byte it writes.



