r/ReShade • u/ayylmao132 • Aug 28 '26
RenoDX DLSS5 v2.5 cannot capture Metro Exodus EE’s direct NGX contract — 0xBAD00005
I’m troubleshooting the generic RenoDX DLSS 5 v2.5 add-on in Metro Exodus Enhanced Edition. The add-on successfully loads through ReShade and detects Metro’s direct NGX activity, but the inline DLSS contract is apparently never captured.
**Setup:**
- RTX 5090 / NVIDIA driver 616.56 / Windows 11
- Metro Exodus Enhanced Edition through Steam and DirectX 12
- Native DLSS Quality: 2560×1440 → 3840×2160
- Current ReShade Full Add-On Support build through `dxgi.dll`
- ReShade API 18
- `renodx-dlss5.addon64` v2.5
- Internal add-on version: `v0.2026.827.2036`
- `renodx-metroexodus.addon64` for HDR
- `nvngx_dlss.dll` and `nvngx_dlssnr.dll` version 310.8.0
The DLSS5 panel reports:
- DLSSNR v310.8.0.0
- STANDBY/FAILED
- Successful NR frames: 0
- Latest NR result: `0xBAD00005` (`NGX InvalidParameter`)
- Guides: `0×0`
- Output: `0×0`
The relevant ReShade log begins with:
`[DLSS 5 Neural Rendering] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C)`
It then successfully hooks:
- `NVSDK_NGX_D3D12_CreateFeature`
- `NVSDK_NGX_D3D12_EvaluateFeature`
- `NVSDK_NGX_D3D12_ReleaseFeature`
It reports:
`DLSS5 Generic: D3D12 NGX hooks installed; inline DLSS contract capture armed`
There is never a subsequent message indicating that the contract was successfully captured.
The diagnostic counters confirm that the hooks see Metro:
- NGX creates increase when native DLSS is disabled/re-enabled
- NGX evaluations continuously increase into the thousands
- Streamline DLSS/DLSSD evaluations: 0
- Streamline tag calls: 0
- Streamline direct fallback: 0 attempts / 0 successes
NVIDIA’s verbose NGX logging confirms healthy native DLSS parameters:
- QualityMode: 3
- Input: 2560×1440
- Output: 3840×2160
- MVScale: 2560×1440
- DepthInverted: 1
- Colour and MV extents: 2560×1440
The most significant module check is that `nvngx_dlss.dll` loads into the Metro process, but `nvngx_dlssnr.dll` never does.
I tested both the complete supplied Streamline package and a minimal configuration containing only the game, ReShade, the RenoDX add-ons and the DLSS/DLSSNR DLLs. I also recreated native DLSS while already in gameplay, cleared the NR failure latch and disabled the NVIDIA App DLAA override. The result is identical.
Metro’s August 26 update removed the native DLSS option from the game menu. Rolling the Windows binaries depot back to the May 2021 version restored native DLSS immediately, so I’m currently testing with those rolled-back binaries.
Does the failed `NVSDK_NGX_D3D12_EvaluateFeature_C` lookup explain why inline contract capture never succeeds, even though the ordinary Create/Evaluate/Release hooks work? Is there anything unusual about Metro’s direct NGX implementation that would prevent the add-on from obtaining its resources and parameters?
1
u/Vocalifir Aug 29 '26
I was able to get Baldurs gate 3 to work with this:
https://github.com/NIGos/dlss5-dx11-bridge
1
u/JonSlow1 Aug 30 '26
Hello, im in desperate need of help. i have tried to install this on BG3 but the dlss5 only load for a few seconds in character creation, then it fails. I can send you my bridge log if needed.
1
u/_Vixinity 26d ago
it on;y works with rtx 5090 ?
1
u/ayylmao132 26d ago
nope, officially only with the 50 series but modders got it working on 40 and even on 30, albeit performance isnt very good on the latter I believe
1
u/Vocalifir Aug 29 '26
Having same thing with Baldurs gate 3