DLSS 4.5 FG Injector

⭐ — (0 endorsements) 📥 0 downloads 📌 v1.0 📅 10/1/2026
🟢 Updated this month

By ILIYA1612 · Addons

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 10/1/2026 📅 Created: 10/1/2026

🔍 Analysis

  • ✅ Updated 104 days after the latest game patch — actively maintained
  • 🏆 #55 of 55 Addons mods in this game by downloads

📋 About This Mod

A DLSS 4.5 FG Injector tested for UE4 Games On DX12

Description

Frame Generation Mod for Unreal Engine 4 DirectX 12 Games (2x / 3x / 4x+)

This mod adds real-time frame generation to DirectX 12 games. It inserts extra interpolated frames between the game's own frames, so the output frame rate is a multiple of what the game renders. The result is much smoother motion on high-refresh-rate monitors.

It works as a

winmm.dllproxy that hooks the game's DirectX 12 Present call. For every game frame it copies the finished image, builds a luma pyramid, estimates motion on the GPU (compute shaders), and draws the in-between frames straight into the swap chain. It also has its own frame-pacing timer so the generated frames are spaced evenly.

⚠️ Please read before installing:
  • []This mod was built entirely with AI, using Claude 5. 5.[/]

    []It was tested on 2 Unreal Engine 4 games that run on DirectX 12 and have TAA built in. It has not been tested on any other games, so don't expect it to work everywhere.[/]

    []It was tested only at 1080p. Other resolutions may work but are untested.[/]

    []This is image-based interpolation (no game motion vectors), so some artifacts are normal: ghosting around fast-moving objects, small waving near edges, and occasional judder when a pixel can't be matched. The

    robustoptions below let you trade these off.[/]

    []Frame generation adds a small amount of input latency, as all interpolation methods do.[/]

Installation instructions

  • []Make sure the game runs in DirectX 12 mode (for UE4 games, this is usually the

    -dx12launch option).[/]

    []Find a game that supports NVIDIA DLSS Frame Generation and locate its executable folder. Copy the following two files from that game's folder:

    nvngx_dlssg.dll

    sl.dlss_g.dll[/]

    []Place both DLL files in the same folder as this mod's

    winmm.dll(the game's executable folder). These files are required for the injector to initialize DLSS Frame Generation.[/]

    []Open the game's executable folder (the folder containing the game's

    .exe; for UE4 games, this is usually

    ...\GameName\Binaries\Win64).[/]

    []Extract

    winmm.dllfrom this mod into that folder, alongside the two DLSS DLL files.[/]

    []Create a text file named

    SN_FG_cfg.txtin the same folder (the mod can also generate it) and use the recommended configuration below.[/]

    []Launch the game. Frame generation starts after a short warm-up (about 60 game frames) and is paused automatically during loading screens and major hitches.[/]

To uninstall: Delete the following files from the game's executable folder:

SN_FG_cfg.txt

SN_FG_log.txt

nvngx_dlssg.dll

sl.dlss_g.dllNote: If you want to keep the original DLSS DLL files from the game you copied them from, make a backup before replacing or modifying any existing files.

Recommended config (

SN_FG_cfg.txt)

# Frame Generation config

# fg      : 1 = on, 0 = off (pass-through)

# mult    : output frames per game frame. 2 = 2x, 3 = 3x, 4 = 4x ... (max 8)

# pace    : 1 = auto (own frame pacing timer when VSync is off), 2 = always use timer, 0 = never

# radius  : motion search radius (coarse level), 4.. 16. Bigger = catches faster motion, costs GPU time

# occ     : occlusion threshold x100. Lower = falls back to plain frames sooner (less ghosting, more judder)

# debug   : 1 = tint pixels that fell back (occlusion), for testing

# warmup  : game frames to wait after start before frame generation begins

# maxgap  : if two game frames are further apart than this many ms (loading/hitch), no interpolation

# maxfps  : limit of the FINAL output fps (after frame generation). 0 = unlimited. Example: 240 on a 240 Hz monitor (use ~237 with G-Sync/VRR).

#           The game's own frames are then limited to maxfps/mult (240 with mult=4 -> 60 game fps), evenly paced.

# gpusync : 1 = (experimental) before showing the generated frames wait until the GPU has really finished the game frame, so the output frames are

#           spread evenly in time instead of arriving in a burst when the game is GPU-bound. 0 = old behaviour

# staticpx: 1 = pixels that did not change between two game frames (HUD, text) are never warped. 0 = off (try 0 if you see shimmering/noise)

# robust  : 1 = judge each motion candidate on a small neighbourhood instead of a single pixel (fewer wrong vectors = less waving/ghosting around characters, costs a bit more GPU). 0 = old

# log     : 1 = write SN_

📊 Mod Details

Game
Site Mods
Author
ILIYA1612
Version
1.0
Downloads
0
Endorsements
0
Category
Addons
Created
10/1/2026
Updated
10/1/2026

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