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Far Cry 5 DLSS / DLAA

Adds NVIDIA DLSS Super Resolution and DLAA to Far Cry 5 through Luma Framework. It replaces the game's temporal anti-aliasing resolve while retaining native TAA as a safe fallback.

The mod also provides an optional borderless path for Far Cry 5's native scRGB HDR. RenoDX is recommended for improved HDR tonemapping and color processing, but is not required for DLSS or DLAA.

Requirements

  • Windows and the DirectX 11 version of Far Cry 5.
  • An NVIDIA RTX graphics card with DLSS support.
  • ReShade installed with full add-on support.
  • In-game anti-aliasing set to TAA and dynamic resolution disabled.

Installation

  1. Install ReShade with full add-on support for Far Cry 5\bin\FarCry5.exe. Select the DirectX 10/11/12 renderer when prompted.
  2. Download Far-Cry-5-DLSS-v1.0.0.zip from the latest GitHub release.
  3. Close the game. If bin\Luma-FarCry5.addon64 or bin\nvngx_dlss.dll already exists, back it up before continuing.
  4. Extract the ZIP into the main Far Cry 5 folder. Allow it to merge the included bin folder. The addon should end up at Far Cry 5\bin\Luma-FarCry5.addon64.
  5. Launch the game and press Home to open ReShade. Open the Luma tab and leave Super Resolution on Auto or select DLSS.
  6. Keep Enable DLSS / DLAA and Match display resolution enabled.

The game's Resolution Scale controls the mode:

  • 100%: DLAA at the output resolution.
  • Below 100%: DLSS upscaling to the selected display resolution.

The 70% and 50% scale options are useful starting points. They are render scales, not exact NVIDIA Quality/Balanced/Performance labels.

Borderless HDR with RenoDX

For the best HDR presentation, install the Far Cry 5 RenoDX addon separately and:

  1. Enable Windows HDR and disable Windows Auto HDR for Far Cry 5.
  2. In Luma, enable Borderless HDR / RenoDX and restart the game.
  3. In Options > Video > Monitor, choose Fullscreen, the display's native resolution and refresh rate, then select HDR scRGB.

Far Cry 5 must be set to Fullscreen for its native HDR option to remain available. Luma prevents actual exclusive fullscreen and presents the native scRGB output in a borderless window. Selecting Borderless in the game menu disables its HDR selector.

Use HDR scRGB. The HDR10/PQ path is not supported by the DLSS integration and falls back to the game's native TAA.

Special K compatibility

Special K 26.8.12 was tested successfully through global injection. Keep ReShade as bin\dxgi.dll; do not replace it with a local Special K proxy. Before launching the game, set this in Far Cry 5's Special K profile:

[SpecialK.System]
GlobalInjectDelay=10.0

The delay is the compatibility workaround. Immediate injection can crash during Special K's NVIDIA HDR initialization. Disabling NVIDIA HDR support is not a valid alternative because it breaks the intended HDR/DLSS path.

Optional reporting-thread control

Luma can suspend a verified Far Cry 5 gameplay-reporting worker. The choice is saved across launches and defaults to off. Luma validates the supported game code and the live thread before suspending it; it never stores a thread ID between launches.

This option may interfere with gameplay reporting or hang the game. If the overlay cannot be reopened, close the game and set FC5SuspendReporter=0 under [Luma] in bin\ReShade.ini. The UI reports whether the worker is actually suspended.

Limitations

  • Tested on an RTX 4090; other GPUs and game executable revisions have not been verified.
  • Depth of field and motion blur have not received dedicated temporal-artifact tests.
  • HDR10/PQ is unsupported by the DLSS path; use SDR or HDR scRGB.
  • Dynamic resolution is unsupported. Change the static Resolution Scale instead.
  • Cutscenes, vehicles, camera transitions, menus, ADS and several hours of normal gameplay have worked in testing, but every mission and edge case is not covered.
  • Multiple simultaneous injectors can be order-sensitive. Only the documented ReShade, RenoDX and delayed Special K arrangement has been tested.

If DLSS inputs are missing or invalid, the mod retains Far Cry 5's native TAA for that frame instead of presenting an incomplete DLSS result.

Uninstallation

Close the game, then remove bin\Luma-FarCry5.addon64, the bin\Luma\Far Cry 5 shader folder, and bin\nvngx_dlss.dll only if that runtime was installed by this mod. Restore any files you backed up during installation. Do not remove dxgi.dll, RenoDX, other ReShade addons, or shared shader folders unless you know they were installed only for this mod.

Building from source

Visual Studio 2022 C++ tools and Windows SDK 10.0.26100 are required.

git clone --recurse-submodules https://github.com/HenDGS/fc5-dlss.git
cd fc5-dlss
./build.ps1

bootstrap.ps1 pins Luma Framework, applies the small FC5 framework patch, and copies the FC5 source/shader overlay into the upstream tree. package.ps1 produces the distributable ZIP. These scripts never install files into the game directory.

Credits

  • HenDGS — Far Cry 5 integration.
  • Filippo Tarpini and contributors — Luma Framework.
  • Musa Haji and RenoDX contributors — Far Cry 5 shader reference and HDR work.
  • crosire and contributors — ReShade.
  • NVIDIA — DLSS / NGX.

Far Cry 5 and Dunia are properties of Ubisoft. This project is not affiliated with or endorsed by Ubisoft or NVIDIA. See LICENSE.md and THIRD-PARTY-NOTICES.md.

About

DLSS Super Resolution, DLAA, and borderless scRGB HDR for Far Cry 5 using Luma Framework.

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