DX12 DLL injector that enables NVIDIA DLSS Frame Generation (via Streamline) in compatible games. Currently tested on UE4 & 5, DX12.
C++
5
50 commits
updated Oct 4, 2026
A DLL-based injector that enables NVIDIA DLSS Frame Generation (via Streamline) in compatible games that do not natively support it.
Important: Compatibility with other games is currently a hypothesis and has not been confirmed beyond the three tested titles.
The injector acts as a winmm.dll proxy.
It initializes NVIDIA Streamline early, hooks the necessary DirectX 12 / DXGI calls, and supplies the required camera matrices, depth, and motion vectors so that DLSS Frame Generation can run.
It includes automatic detection of different UE4 view-buffer layouts to improve compatibility across engine versions.
| Game | Engine | API | Result | Notes |
|---|---|---|---|---|
| Scarlet Nexus | UE4 | DX12 | Working | Primary test case |
| Code Vein | UE4 | DX12 | Working | Older UE4 view-buffer layout supported (DX12 Makes the game crashes after the end cutscene) |
| Captain Tsubasa: World Fighters | UE5 | DX12 | Working (V0.3.0 and higher) | UE5 Test (Flickering screen loading and menu) (it only works good on TSR pls do NOT run it on any other ANTI-ALIASING) |
These games were tested after the core development phase. The code was not built or tuned around them:
they run on the same generic camera/view-buffer detection used for the three main titles.
Results may vary, so please attach SN_DLSSG_log.txt and sl.log when reporting problems.
| Game | Engine | API | Config | Status | Since | Notes |
|---|---|---|---|---|---|---|
| Silent Hill Townfall | UE5 | DX12 | SN_DLSSG_cfg_UE5.txt | Working | v0.4 | - |
| File | Where to get it | Notes |
|---|---|---|
winmm.dll | This project (Releases page, or build it yourself) | The injector itself |
sl.interposer.dll | NVIDIA Streamline SDK | Required |
sl.common.dll | NVIDIA Streamline SDK | Required |
sl.dlss_g.dll | NVIDIA Streamline SDK | Frame Generation plugin |
sl.reflex.dll | NVIDIA Streamline SDK | Required by DLSS-G |
sl.pcl.dll | NVIDIA Streamline SDK | Required by DLSS-G |
nvngx_dlssg.dll | NVIDIA Streamline SDK | DLSS-G model |
| config file | config/ folder in this repo | Copy and edit if needed |
Get the Streamline files from NVIDIA's official repository
(https://github.com/NVIDIAGameWorks/Streamline). Use the production
(not development) DLLs from the SDK's bin/x64 folder. Use the same SDK
version for all files. The versions I tested with: 2.14.1.
These files are NOT included in this repository or in the releases.
Put everything in the same folder as the game's executable
(the .exe inside ...\Binaries\Win64\ for Unreal Engine games):
Binaries\Win64\
├── ScarletNexus-Win64-Shipping.exe (the game's own exe)
├── winmm.dll
├── sl.interposer.dll
├── sl.common.dll
├── sl.dlss_g.dll
├── sl.reflex.dll
├── sl.pcl.dll
├── nvngx_dlssg.dll
└── SN_DLSSG_cfg.txt
Detailed usage instructions, Streamline file requirements, and config options will be expanded as more testing is completed.
# On Linux (requires git + mingw-w64)
sudo apt install g++-mingw-w64-x86-64-posix git
cd src
sh build.sh
This produces winmm.dll. Dependencies (MinHook + Streamline headers)
are fetched automatically at build time.
Dependencies (MinHook + Streamline headers) are fetched automatically at build time. Known Limitations
Currently only confirmed on UE4 & 5 DX12 titles. Stuttering can appear in very dense scenes (common with frame generation). Broader compatibility is untested. Requires official NVIDIA Streamline / DLSS-G runtime files (these are not redistributed with this project).
Technical Notes
No NVIDIA proprietary binaries are redistributed. Streamline headers and MinHook are fetched at build time. See THIRD_PARTY_NOTICES.md for details.
This project was written entirely by an AI model (Claude Sonnet 5.5, by Anthropic). I directed the work, tested it on real games, and verified the results myself. I did not write the code by hand.
Disclaimer This project is not affiliated with, endorsed by, or connected to NVIDIA Corporation.
NVIDIA, DLSS, Streamline, and RTX are trademarks of NVIDIA Corporation.
Use at your own risk. Always back up your game files.
DX12 DLL injector that enables NVIDIA DLSS Frame Generation (via Streamline) in compatible games. Currently tested on UE4 & 5, DX12.
C++
5
50 commits
updated Oct 4, 2026
A DLL-based injector that enables NVIDIA DLSS Frame Generation (via Streamline) in compatible games that do not natively support it.
Important: Compatibility with other games is currently a hypothesis and has not been confirmed beyond the three tested titles.
The injector acts as a winmm.dll proxy.
It initializes NVIDIA Streamline early, hooks the necessary DirectX 12 / DXGI calls, and supplies the required camera matrices, depth, and motion vectors so that DLSS Frame Generation can run.
It includes automatic detection of different UE4 view-buffer layouts to improve compatibility across engine versions.
| Game | Engine | API | Result | Notes |
|---|---|---|---|---|
| Scarlet Nexus | UE4 | DX12 | Working | Primary test case |
| Code Vein | UE4 | DX12 | Working | Older UE4 view-buffer layout supported (DX12 Makes the game crashes after the end cutscene) |
| Captain Tsubasa: World Fighters | UE5 | DX12 | Working (V0.3.0 and higher) | UE5 Test (Flickering screen loading and menu) (it only works good on TSR pls do NOT run it on any other ANTI-ALIASING) |
These games were tested after the core development phase. The code was not built or tuned around them:
they run on the same generic camera/view-buffer detection used for the three main titles.
Results may vary, so please attach SN_DLSSG_log.txt and sl.log when reporting problems.
| Game | Engine | API | Config | Status | Since | Notes |
|---|---|---|---|---|---|---|
| Silent Hill Townfall | UE5 | DX12 | SN_DLSSG_cfg_UE5.txt | Working | v0.4 | - |
| File | Where to get it | Notes |
|---|---|---|
winmm.dll | This project (Releases page, or build it yourself) | The injector itself |
sl.interposer.dll | NVIDIA Streamline SDK | Required |
sl.common.dll | NVIDIA Streamline SDK | Required |
sl.dlss_g.dll | NVIDIA Streamline SDK | Frame Generation plugin |
sl.reflex.dll | NVIDIA Streamline SDK | Required by DLSS-G |
sl.pcl.dll | NVIDIA Streamline SDK | Required by DLSS-G |
nvngx_dlssg.dll | NVIDIA Streamline SDK | DLSS-G model |
| config file | config/ folder in this repo | Copy and edit if needed |
Get the Streamline files from NVIDIA's official repository
(https://github.com/NVIDIAGameWorks/Streamline). Use the production
(not development) DLLs from the SDK's bin/x64 folder. Use the same SDK
version for all files. The versions I tested with: 2.14.1.
These files are NOT included in this repository or in the releases.
Put everything in the same folder as the game's executable
(the .exe inside ...\Binaries\Win64\ for Unreal Engine games):
Binaries\Win64\
├── ScarletNexus-Win64-Shipping.exe (the game's own exe)
├── winmm.dll
├── sl.interposer.dll
├── sl.common.dll
├── sl.dlss_g.dll
├── sl.reflex.dll
├── sl.pcl.dll
├── nvngx_dlssg.dll
└── SN_DLSSG_cfg.txt
Detailed usage instructions, Streamline file requirements, and config options will be expanded as more testing is completed.
# On Linux (requires git + mingw-w64)
sudo apt install g++-mingw-w64-x86-64-posix git
cd src
sh build.sh
This produces winmm.dll. Dependencies (MinHook + Streamline headers)
are fetched automatically at build time.
Dependencies (MinHook + Streamline headers) are fetched automatically at build time. Known Limitations
Currently only confirmed on UE4 & 5 DX12 titles. Stuttering can appear in very dense scenes (common with frame generation). Broader compatibility is untested. Requires official NVIDIA Streamline / DLSS-G runtime files (these are not redistributed with this project).
Technical Notes
No NVIDIA proprietary binaries are redistributed. Streamline headers and MinHook are fetched at build time. See THIRD_PARTY_NOTICES.md for details.
This project was written entirely by an AI model (Claude Sonnet 5.5, by Anthropic). I directed the work, tested it on real games, and verified the results myself. I did not write the code by hand.
Disclaimer This project is not affiliated with, endorsed by, or connected to NVIDIA Corporation.
NVIDIA, DLSS, Streamline, and RTX are trademarks of NVIDIA Corporation.
Use at your own risk. Always back up your game files.