Copy this into Claude
Claude Code or Claude Desktop with file access works best — the assistant needs to read and write files on your PC. Swap in your game's name at the end.
Fetch https://raw.githubusercontent.com/ThunderRuler/dlss5-installer-skill/main/SKILL.md and follow it exactly. This whole session is for installing DLSS 5 into my games. First game: [GAME NAME]
Or install it as a real skill in Claude Code (and ~20 other agents):
npx skills add ThunderRuler/dlss5-installer-skill
What happens next
- Safety checks first
It checks your GPU and driver, and flat-out refuses games with anti-cheat — that's a ban risk no mod is worth. Then it checks the community log: if someone already solved your game, you start from their answer.
- It figures out your game
Which graphics API the game really runs (not what it claims), where the actual exe lives, and whether it already has DLSS. This decides which of four install recipes applies.
- Install, then prove it
Files go in, the game launches, and the assistant reads the mod's own log files for the line that proves frames are being delivered. No "should work now" — evidence or it keeps debugging.
- Undo whenever you want
It tracks every file it added, so removal is one ask away and exact. Worst case, Steam's Verify integrity restores the game.
- It asks to share what it learned
Once you've confirmed the result — working, or working-but-pointless, or a dead end with a known cause — the assistant writes up the whole report itself and asks whether to file it. You're approving, not filling in a form. This is the part that compounds: every answer that goes back in is an evening someone else doesn't lose. Say no and it drops it.
Know before you start
nvngx_dlssnr.dll leaked from a game build. This repo never distributes it — the skill only finds and hash-verifies copies already on your machine, and rejects the corrupt copy that's floating around.What works
| Game type | Verdict |
|---|---|
| 64-bit DirectX 12, has DLSS | ✔ simplest case — one addon |
| 64-bit DirectX 11, has DLSS | ✔ via the DX11 bridge |
| 64-bit DX11/DX12, no DLSS at all | ✔ via DLSS5-Feeder (motion vectors are synthesized) |
| 32-bit DirectX 11 | ✔ beta, via a 64-bit helper process |
| Vulkan | ✔ works out of the box (ReShade installs as a layer) |
| DirectX 9 | ✔ via a dgVoodoo2 D3D9→D3D11 wrapper |
| DirectX 10 | ✘ the only hard dead end |
| Game Pass / Microsoft Store installs | ✘ locked folders, can't be modded this way |
"Works" and "worth it" are different questions. Plenty of games install cleanly and then look identical — INSIDE, Journey, Subnautica and Valheim all did. The clearest wins so far are photoreal games that already ship DLSS: Death Stranding DC is the reference case, with Metro 2033 Redux, Baldur's Gate 3 and Skyrim SE reported by the tool authors. The game results log records both outcomes, because a documented null result saves the next person an evening. If you run this, please let it file your result — working or not. That is the entire mechanism by which this list gets better.
Why an AI skill instead of a written guide?
Every game is different
The right stack depends on the game's real runtime API, bitness, engine, and whether DLSS exists — things a fixed guide can't check but an assistant on your PC can.
The logs tell the truth
The skill encodes hard-won debugging: which log line proves success, which "healthy-looking" output is meaningless, and which errors are red herrings.
Built from real installs
Distilled from hands-on sessions across a dozen games — including the failures, so your assistant recognizes a dead end before you waste hours on it.