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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 V2.0

File namedlss-style-2.0.0.jar
Uploader
scallydragonscallydragon
Uploaded
Sep 12, 2026
Downloads
301
Size
219.8 KB
Mod Loaders
Forge
File ID
8864194
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dlss-style-1649408:8864194")

Learn more about Curse Maven

What's new


Fixed

Frame generation now works with shader packs. The mod draws your hand on its own to work out which pixels to protect. Under a shader pack that drawing was being cancelled before it ran, so the result was always empty — and with no hand to protect, frame generation held off on every single frame rather than risk your held item smearing. It now tells the shader mod that the drawing is a real hand render, the way that mod does for its own. Measured going from no generated frames at all to a majority of them.

The check that finds your hand no longer costs frames. That check reads the screen back from the graphics card, which stalls it briefly. It was scheduled every 180 frames — which sounds rare, but at 300 fps is nearly twice a second, so the faster your machine the more it interrupted itself. It is now scheduled by time instead, and the mod will tell you in the log if it ever runs hot again.

Weapon and gun mods are now recognised. When the hand check found something unexpected it would report which hand-drawing mods you had installed — and answer "none" while a gun mod was drawing a rifle across most of the screen. Those mods are now on the list it checks.

Shadows no longer flicker on the ground when you stop moving. (1.20.2 and 1.20.4) These two versions received half of a 1.3.6 fix: shadow passes were saved only while you held still, but the mod would still reuse one saved from before you walked. Stop moving and the ground was briefly lit by shadows belonging somewhere else. A reused shadow pass now has to be the most recent one rendered — the same rule 1.20.1 already followed.

A background setting no longer switches itself on. (1.20.1) One setting was shipped off but would read as on if it was ever asked for before the config file finished loading, so it could quietly engage on its own.

The frame rate ceiling now works. (1.21.1) This setting is on by default and had never been connected on NeoForge, so it did nothing there. It is now connected on 1.21.1. Work on 1.21.3 and 1.21.4 is still to do — Minecraft moved the relevant part of the game in 1.21.3 and it needs rewriting for them.


Added

Every version now has the same features. Fixes that had only reached 1.20.1 are now on all six: the hand fix above, the hand check's timing, the gun mod list, and the groundwork all of it sits on. Previously the five other versions were missing the code entirely, not just the setting.

Frame generation can use the shader pack's own hand information. When the mod cannot draw the hand itself, some shader packs already keep enough depth information to find it. The mod can now use that instead — but only when what it finds is small enough to genuinely be a hand. On this machine the same session drifted from a reading that matched the hand exactly to one covering four times as much screen, so anything larger is refused rather than guessed at. Refusing costs a few generated frames; guessing wrong freezes pieces of the world.


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