An exe file that integrates DLSS Frame Generation into the game. Note: this mod was made by Claude Opus 5.5.
C++
2
5 commits
updated Oct 12, 2026
An unofficial mod that adds NVIDIA DLSS Frame Generation (with NVIDIA Reflex) to Transport Fever 3, which has no DLSS support of its own. After each frame the game renders, DLSS generates an extra frame. Movement looks smoother and the frame rate you see goes up.
Made by AI: this mod was written by Claude (Anthropic's AI, working in Claude Code): the reverse-engineering of the game's renderer, all of the code, the installer and these docs.
This is not a screen-capture tool like Lossless Scaling or Smooth Motion. The mod hooks into the game's renderer and gives DLSS the depth buffer, motion vectors and the 3D scene before the UI is drawn. Menus and windows stay sharp and are not warped, and city names, station signs and vehicle icons move smoothly with the camera.
Example (RTX 4050 Laptop GPU, 1080p, Very High): about 40 FPS without the mod, about 60 FPS with Frame Generation on.
NVIDIA GeForce RTX 40 or RTX 50 series GPU, desktop or laptop. RTX 30 and older, AMD and Intel GPUs can't run DLSS Frame Generation.
Windows 10 (version 2004 or newer) or Windows 11, with an up-to-date NVIDIA driver.
Hardware-accelerated GPU scheduling turned on: Windows Settings > System > Display > Graphics > Change default graphics settings. Restart after changing it.
Transport Fever 3 (Steam), with these graphics settings:
Other combinations are not supported yet, and Frame Generation simply stays off with them.
TransportFever3.exe.If the installer says it has no permission to write to the game folder, right-click it and choose Run as administrator.
The mod creates tf3_framegen.ini in the game folder the first time the game starts. Open it with Notepad. If Notepad can't save it, run Notepad as administrator.
start_enabled=on ; on = Frame Generation starts on when a map loads, off = starts off
hotkey=\ ; Ctrl+Alt+<key>: a letter, a digit, a symbol such as \, or F1-F12
Hotkey changes take effect within a couple of seconds, even while the game is running.
Run TF3-FrameGen-Setup.exe and click Uninstall. It removes only the mod's files: winhttp.dll, the framegen folder, tf3_framegen.ini and tf3_framegen.log. The game runs exactly as before.
To switch the mod off temporarily without uninstalling:
tf3_framegen.nofg in the game folder to turn off only Frame Generation, ortf3_framegen.disable to turn off the whole mod.Delete the file to switch it back on.
| Problem | What to try |
|---|---|
| Game crashes at startup | Create tf3_framegen.disable in the game folder to play without the mod. Then report the problem and include the log files (see below). |
| No FPS increase | Check the requirements: RTX 40/50, Resolution Scale exactly 100% (any lower value turns on FSR, and Frame Generation then stays off), MSAA on, hardware GPU scheduling on. The game window must be focused, because Frame Generation pauses when it isn't. If you aren't sure, tf3_framegen.log says "frame generation inputs found" when the mod detects a map; if that line is missing, a graphics setting is the cause. |
| Hotkey does nothing | Make sure you edited tf3_framegen.ini in the game folder (next to TransportFever3.exe) and that it was saved. |
| Installer can't find the game | Use Browse and select the folder containing TransportFever3.exe. |
The mod writes two log files to the game folder, which are useful for bug reports:
tf3_framegen.log, from the modframegen\sl.log, from NVIDIA Streamlinewinhttp.dll is loaded by the game from its own folder. It passes all real web calls through to Windows, and hooks the game's Vulkan renderer:
You need Windows, Visual Studio Build Tools with the "Desktop development with C++" workload (includes CMake, Ninja and MASM), the Vulkan SDK, and Python 3 only if you regenerate the winhttp proxy stubs.
.\get_dependencies.ps1 # downloads NVIDIA Streamline 2.14.1 into external\ (checksum pinned)
.\build.ps1 # builds build\winhttp.dll and the test programs
.\build.ps1 -Install # copies the mod into the game folder (when this folder is inside it)
.\build_installer.ps1 # builds dist\TF3-FrameGen-Setup.exe
Tests (run from build\):
| Program | What it checks |
|---|---|
smoke_test.exe | The winhttp pass-through and Vulkan interception load correctly. |
frame_test.exe | Renders game-like frames (MSAA, depth resolve, camera block) under the Khronos validation layer, with a ray-traced ground-truth scene for the motion vectors. Exit code = number of validation errors. Streamline's own internal validation messages are expected. |
sdl_test.exe | Creates the window surface through the game's SDL2.dll, as the game does. Needs this folder inside the game folder. |
Project layout:
| Path | Contents |
|---|---|
src/main.cpp | winhttp proxy entry point, GetProcAddress import hooks (game exe and SDL2.dll), settings file, logging |
src/vk_hooks.cpp | Vulkan interception: object tracking, command recording, per-frame detection of depth / UI-free image / camera, profiler, frame capture |
src/framegen.cpp | The mod's own GPU work at present: motion vectors, optional self-check and debug view |
src/streamline.cpp | NVIDIA Streamline integration (manual hooking): DLSS Frame Generation, Reflex markers, camera constants, tags |
src/shaders/ | Compute shaders (motion vectors, self-check, debug view) |
src/proxy/ | Generated winhttp export forwarding (tools/gen_winhttp_proxy.py) |
installer/ | The one-click installer (C#, .NET Framework 4) |
tests/ | Test programs |
AGENT_SUMMARY.md | Technical write-up of the game's renderer and every integration pitfall, useful as context for a coding agent |
Debugging hotkeys in game: Ctrl+Alt+M shows the motion vectors in the top-right corner, and Ctrl+Alt+C writes a full frame capture to tf3_framegen.log.
The mod's source code is released under the MIT License. NVIDIA Streamline and the DLSS / Reflex runtime files are not part of this repository and are covered by NVIDIA's own licenses.
An exe file that integrates DLSS Frame Generation into the game. Note: this mod was made by Claude Opus 5.5.
C++
2
5 commits
updated Oct 12, 2026
An unofficial mod that adds NVIDIA DLSS Frame Generation (with NVIDIA Reflex) to Transport Fever 3, which has no DLSS support of its own. After each frame the game renders, DLSS generates an extra frame. Movement looks smoother and the frame rate you see goes up.
Made by AI: this mod was written by Claude (Anthropic's AI, working in Claude Code): the reverse-engineering of the game's renderer, all of the code, the installer and these docs.
This is not a screen-capture tool like Lossless Scaling or Smooth Motion. The mod hooks into the game's renderer and gives DLSS the depth buffer, motion vectors and the 3D scene before the UI is drawn. Menus and windows stay sharp and are not warped, and city names, station signs and vehicle icons move smoothly with the camera.
Example (RTX 4050 Laptop GPU, 1080p, Very High): about 40 FPS without the mod, about 60 FPS with Frame Generation on.
NVIDIA GeForce RTX 40 or RTX 50 series GPU, desktop or laptop. RTX 30 and older, AMD and Intel GPUs can't run DLSS Frame Generation.
Windows 10 (version 2004 or newer) or Windows 11, with an up-to-date NVIDIA driver.
Hardware-accelerated GPU scheduling turned on: Windows Settings > System > Display > Graphics > Change default graphics settings. Restart after changing it.
Transport Fever 3 (Steam), with these graphics settings:
Other combinations are not supported yet, and Frame Generation simply stays off with them.
TransportFever3.exe.If the installer says it has no permission to write to the game folder, right-click it and choose Run as administrator.
The mod creates tf3_framegen.ini in the game folder the first time the game starts. Open it with Notepad. If Notepad can't save it, run Notepad as administrator.
start_enabled=on ; on = Frame Generation starts on when a map loads, off = starts off
hotkey=\ ; Ctrl+Alt+<key>: a letter, a digit, a symbol such as \, or F1-F12
Hotkey changes take effect within a couple of seconds, even while the game is running.
Run TF3-FrameGen-Setup.exe and click Uninstall. It removes only the mod's files: winhttp.dll, the framegen folder, tf3_framegen.ini and tf3_framegen.log. The game runs exactly as before.
To switch the mod off temporarily without uninstalling:
tf3_framegen.nofg in the game folder to turn off only Frame Generation, ortf3_framegen.disable to turn off the whole mod.Delete the file to switch it back on.
| Problem | What to try |
|---|---|
| Game crashes at startup | Create tf3_framegen.disable in the game folder to play without the mod. Then report the problem and include the log files (see below). |
| No FPS increase | Check the requirements: RTX 40/50, Resolution Scale exactly 100% (any lower value turns on FSR, and Frame Generation then stays off), MSAA on, hardware GPU scheduling on. The game window must be focused, because Frame Generation pauses when it isn't. If you aren't sure, tf3_framegen.log says "frame generation inputs found" when the mod detects a map; if that line is missing, a graphics setting is the cause. |
| Hotkey does nothing | Make sure you edited tf3_framegen.ini in the game folder (next to TransportFever3.exe) and that it was saved. |
| Installer can't find the game | Use Browse and select the folder containing TransportFever3.exe. |
The mod writes two log files to the game folder, which are useful for bug reports:
tf3_framegen.log, from the modframegen\sl.log, from NVIDIA Streamlinewinhttp.dll is loaded by the game from its own folder. It passes all real web calls through to Windows, and hooks the game's Vulkan renderer:
You need Windows, Visual Studio Build Tools with the "Desktop development with C++" workload (includes CMake, Ninja and MASM), the Vulkan SDK, and Python 3 only if you regenerate the winhttp proxy stubs.
.\get_dependencies.ps1 # downloads NVIDIA Streamline 2.14.1 into external\ (checksum pinned)
.\build.ps1 # builds build\winhttp.dll and the test programs
.\build.ps1 -Install # copies the mod into the game folder (when this folder is inside it)
.\build_installer.ps1 # builds dist\TF3-FrameGen-Setup.exe
Tests (run from build\):
| Program | What it checks |
|---|---|
smoke_test.exe | The winhttp pass-through and Vulkan interception load correctly. |
frame_test.exe | Renders game-like frames (MSAA, depth resolve, camera block) under the Khronos validation layer, with a ray-traced ground-truth scene for the motion vectors. Exit code = number of validation errors. Streamline's own internal validation messages are expected. |
sdl_test.exe | Creates the window surface through the game's SDL2.dll, as the game does. Needs this folder inside the game folder. |
Project layout:
| Path | Contents |
|---|---|
src/main.cpp | winhttp proxy entry point, GetProcAddress import hooks (game exe and SDL2.dll), settings file, logging |
src/vk_hooks.cpp | Vulkan interception: object tracking, command recording, per-frame detection of depth / UI-free image / camera, profiler, frame capture |
src/framegen.cpp | The mod's own GPU work at present: motion vectors, optional self-check and debug view |
src/streamline.cpp | NVIDIA Streamline integration (manual hooking): DLSS Frame Generation, Reflex markers, camera constants, tags |
src/shaders/ | Compute shaders (motion vectors, self-check, debug view) |
src/proxy/ | Generated winhttp export forwarding (tools/gen_winhttp_proxy.py) |
installer/ | The one-click installer (C#, .NET Framework 4) |
tests/ | Test programs |
AGENT_SUMMARY.md | Technical write-up of the game's renderer and every integration pitfall, useful as context for a coding agent |
Debugging hotkeys in game: Ctrl+Alt+M shows the motion vectors in the top-right corner, and Ctrl+Alt+C writes a full frame capture to tf3_framegen.log.
The mod's source code is released under the MIT License. NVIDIA Streamline and the DLSS / Reflex runtime files are not part of this repository and are covered by NVIDIA's own licenses.