DLSS 4.5 FG Injector
🟢 Updated this monthPreview

🔍 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.
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[]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.[/]
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[]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.[/]
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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