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DLSS STYLE

This is just my take on making Ground up DLSS to minecraft this is NOT DLSS port but works like it.
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DLSS STYLE V1.3.2

File namedlss-style-1.3.2.jar
Uploader
scallydragonscallydragon
Uploaded
Aug 22, 2026
Downloads
32
Size
143.4 KB
Mod Loaders
Forge
File ID
8704838
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dlss-style-1649408:8704838")

Learn more about Curse Maven

What's new

Added

Spacewarp now works on 1.21.1, 1.21.3, and 1.21.4. Previously only 1.20.1 had it. Same feature, same trade-offs, same Ctrl+I toggle.

HUD overlay (Ctrl+I to open, then a separate toggle in settings). A small status line in the corner: your current preset, the resolution it's actually rendering at, and — with Spacewarp on — whether the frame you're looking at right now is real or reprojected. Off by default.

Spatial-Only Mode. A new option that reconstructs every frame on its own, with no memory of the last one. The upside is zero ghosting or smearing, ever — there's nothing left over to mismatch. The trade is a bit more shimmer on fine detail than the normal mode resolves. Worth trying if smearing bothers you more than shimmer does.

Embeddium video settings page on 1.21.1, matching what 1.20.1 already had — Preset, Sharpness, Spacewarp, and Dynamic Target FPS, all in one place if you have Embeddium installed. The in-game Video Settings button also grew from one control to four (Preset, Spacewarp, Sharpness, Dynamic Target) on both 1.20.1 and 1.21.1, for anyone without Embeddium.


Fixed

Attacking or getting hit no longer causes a freeze-then-snap stutter with Spacewarp on. Spacewarp reprojects the world based on how your camera moved — it had no way to know a mob you were fighting moved on its own between frames, so it would freeze in place and jump forward on the next real frame. Fighting now forces a short window of real frames instead.

Less ghosting on fast-moving or nearby entities in general (Spacewarp on or off). Same root cause as above — during that same combat window, the normal upscaler now trusts its memory of the last frame less, so a moving target's trailing smear clears in a couple of frames instead of eight or ten.


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