On October 26, 2026, TweakTown reported that FoveatedDLSS5 raised The Witcher 3 from 49 FPS to about 80 FPS on a GeForce RTX 4090 at 7680 × 2160. FoveatedDLSS5 is a community ReShade add-on for DLSS 5 Neural Rendering, and the project’s settings and test scope show how narrowly that reported result applies.

What FoveatedDLSS5 changes about DLSS 5

Foveated rendering processes a central screen region at a higher resolution than the edges. FoveatedDLSS5 uses a fixed center rather than documented gaze tracking: it compresses the color image, depth data and motion vectors together, runs one Neural Rendering pass on the smaller image, then expands the result to the full output size. The process uses one temporal history, the information carried forward between frames.

The aligned inputs matter because the renderer needs them to correspond as it processes the frame. The project’s approach is a squeeze-and-stretch operation, not a set of separate neural passes for the center and edges.

What the reported FPS result covers

The project README names the same test configuration: The Witcher 3 using DX12 at 7680 × 2160 on a GeForce RTX 4090. It labels FoveatedDLSS5 pre-release and says other games have not yet been tested. For broader context on other unofficial DLSS 5 experiments, NeoTeo has covered attempts to run DLSS 5 mods on older RTX GPUs.

The project also estimates the amount of Neural Rendering work left at different output sizes. With its defaults at 7680 × 2160, it estimates a 5540 × 2132 working image, retaining 71% of the original Neural Rendering pixels. At 3840 × 2160, its estimate is 93%; at 3440 × 1440, the project says foveation switches off when estimated savings fall below 5%. These are pixel-work estimates, not frame-rate measurements.

FoveatedDLSS5’s documented default settings

Aligned color, depth and motion-vector layers pass through a smaller Neural Rendering image before expanding to full width.

The project’s three main defaults set the size of the center, the transition toward the edges and the relative resolution at the edges.

SettingProject defaultWhat it controls
Center width and height3000 × 1800 screen pixelsThe central region processed at the selected resolution
Fall-off400 screen pixelsThe transition from the center toward the edge setting
Edge resolution0.50 relative to the center in each directionResolution used at the screen edges

ReShade setup and image-quality limits

FoveatedDLSS5 requires ReShade with add-on support. The project instructs users to replace the stock DLSS 5 add-on with this build, then remove ShortFuse’s renodx-dlss.addon64, because both add-ons hook the same DLSS calls. NVIDIA’s DLSS and NGX runtime are not bundled with the add-on. The project README lists these dependencies and settings.

Foveation works only when Neural Rendering runs after upscaling; enabling the “Before upscaling” option disables it. The project recommends a resolution scale of 1 for a native-resolution center and edge-aware upsampling. It also warns that unreadable depth or motion-vector formats can leave the inputs misaligned and cause smearing at the sides. Lower edge resolution can make Neural Rendering edits look softer in peripheral regions.

The documented controls stay centered on the screen. The project describes no eye-tracking control, and its README identifies The Witcher 3 as its only tested game so far.