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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-mc1.20.4-1.3.2.jar
Uploader
scallydragonscallydragon
Uploaded
Aug 22, 2026
Downloads
7
Size
135.3 KB
Mod Loaders
Forge
File ID
8704849
Type
R
Release
Supported game versions
  • 1.20.4

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dlss-style-1649408:8704849")

Learn more about Curse Maven

What's new

## Added

<span style="color:#F1C40F;">**Spacewarp now works on 1.21.1, 1.21.3, and 1.21.4.**</span>
Previously only 1.20.1 had it. Same feature, same trade-offs, same Ctrl+I toggle.

<span style="color:#F1C40F;">**HUD overlay (Ctrl+I to open, then a separate toggle in settings).**</span>
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.

<span style="color:#F1C40F;">**Spatial-Only Mode.**</span>
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.

<span style="color:#F1C40F;">**Embeddium video settings page on 1.21.1**</span>, 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.

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## Fixed

<span style="color:#E03E2D;">**Attacking or getting hit no longer causes a freeze-then-snap stutter with
Spacewarp on.**</span>
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.

<span style="color:#E03E2D;">**Less ghosting on fast-moving or nearby entities in general**</span> (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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