# DLSS on Radeon Is Now Nearly Complete: Fan Mod Adds Ray Reconstruction and 4x Frame Generation

> Source: <https://hwbusters.com/news/dlss-on-radeon-is-now-nearly-complete-fan-mod-adds-ray-reconstruction-and-4x-frame-generation/>
> Published: 2026-10-19 09:11:17+00:00

**A one-person project that began as a way to run Nvidia’s DLSS 5 neural rendering on Radeon cards now covers almost the whole DLSS stack. Version 0.8.0 adds Super Resolution 4.5, Ray Reconstruction and up to 4x Frame Generation, all running on its own runtime rather than Nvidia’s driver.**

DLSS on Radeon used to mean a hacked-together upscaler swap and a lot of shrugging. Daniel Blanco’s DLSS-NR-on-AMD has gone a good deal further than that. The project first showed up on September 3 with a single trick, getting the DLSS 5 Neural Rendering model to run on AMD hardware, and its [alpha 0.8.0 release](https://github.com/danielblnc/DLSS-NR-on-AMD/releases/tag/v0.8.0), published on October 17, folds in Super Resolution 4.5, Ray Reconstruction and Frame Generation with up to 4x multi-frame output. Blanco calls the bundle a “Neural Rendering Supermod”, which is fair enough.

## Not a translation layer

The interesting part is how it gets there. According to the developer, as reported by [Wccftech](https://wccftech.com/nvidia-dlss-ray-reconstruction-now-works-on-amd-radeon-gpus-through-new-mod-alongside-dlss-sr-4-5-mfg-dlss-5/), the mod does not simply pass Nvidia’s instructions through to an AMD driver. It runs the DLSS networks on its own execution runtime, with HIP kernels and memory layouts written for Radeon GPUs. The release notes list native HIP and DirectX 12 ports of the Super Resolution models M and L and of Ray Reconstruction model F.

None of Nvidia’s code ships with it. Users import their own DLSS DLLs (build 310.9.16 is accepted), and a companion manager called NeuralHub keeps a single copy of the roughly 150 MB weights file instead of dropping one into every game folder. NeuralHub also finds compatible games, installs a proxy DLL, and keeps it updated.

Once in place, the mod hooks whichever upscaler the game exposes. FSR, DLSS and XeSS inputs all work, and they can be mixed: XeSS inputs feeding DLSS neural rendering with FSR doing the final upscale is a valid combination. To get at DLSS inputs in the first place, the mod spoofs an Nvidia GPU. Frame Generation only works in titles that expose DLSS FG inputs, and there is a workaround for older drivers and GPUs that lack hardware-accelerated GPU scheduling. FSR 4.1.1 is now bundled, so the mod no longer cares which FSR version the installed Adrenalin driver carries.

## Hardware and performance

RDNA 4 and RDNA 3 are the main targets, and this release is the one that brings Super Resolution, Ray Reconstruction and the native DirectX 12 path to RDNA 3. RDNA 2 support is experimental: neural rendering runs there, with the other features still on the to-do list. Windows 11 and Adrenalin 26.1.1 or newer are required. In principle any DirectX 12 game that uses FSR, DLSS or XeSS is a candidate, but [Tom’s Hardware](https://www.tomshardware.com/pc-components/gpus/amd-cards-now-run-all-dlss-features-thanks-to-one-developers-project-plans-to-match-native-nvidia-gpu-performance) notes that games with anti-cheat are off the table.

Performance data is thin and mostly anecdotal. Blanco’s own testing on an RX 9070 XT lands at 90 to 100 fps at 1080p, and he says the goal is to match an RTX 5070 Ti. One Reddit user running Cyberpunk 2077 with path tracing at 1440p, on a 9070 XT paired with a Ryzen 7 9700X, reported no frame-rate loss with Ray Reconstruction switched on. Others report anything from a single-digit drop to about 25% compared with native FSR, depending on the game. Blanco himself concedes that some effects “may not be working 100%”.

## Why it is worth watching

Nvidia has always tied DLSS to its tensor cores, and a hobby port is not going to settle how much that hardware matters. What it does show is that the trained models are not inherently locked to Nvidia silicon, and that RDNA 4’s matrix units can run them at playable frame rates. For Radeon owners, the practical upside is simple: the option to put DLSS Ray Reconstruction next to AMD’s own FSR Ray Regeneration in the same game and judge for themselves.

The usual caveats apply, and then some. This is alpha software, it is [not endorsed by Nvidia or AMD](https://www.guru3d.com/story/thirdparty-dlssnr-080-attempts-to-bring-nvidia-neural-rendering-to-radeon), it works by placing a proxy DLL in game folders, and the new Epic Games launcher is not supported yet. Treat it as an experiment rather than a driver feature, and keep it well away from anything with anti-cheat.
