Short answer: NeuralHub can bring an unofficial implementation of NVIDIA’s DLSS 5 Neural Rendering to supported AMD Radeon cards, but it is not official NVIDIA DLSS running through a Radeon driver. It can accept games configured for DLSS, FSR, or XeSS, while the actual upscaling path may still be FFX/FSR. That distinction matters when you compare image quality, frame rate, and feature support.
The project is alpha-quality and configuration-sensitive. Documented support covers Radeon RX 9000, RX 7000, and RX 6000 GPUs in DirectX 12 games on Windows 11 with a recent AMD driver. Reported results range from roughly 11–12 frames per second in an early Cyberpunk 2077 build to about 50 FPS at 3440×1440 in Alpha 0.4.0, while the project README reports 90–100 FPS at 1080p on an RX 9070 XT with its full HT model. Those figures are not interchangeable benchmarks, so there is no honest universal answer that NeuralHub is faster or better-looking than native FSR or XeSS.
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What NeuralHub is—and what it is not
NeuralHub, also referred to as DLSS-NR-on-AMD, is an unofficial reimplementation of the neural-rendering runtime associated with NVIDIA DLSS 5. Its documentation describes a runtime adapted for AMD GPU architectures. It is not an AMD-supported feature, an NVIDIA driver mode, or a licensed Radeon version of native DLSS. The project says it contains no NVIDIA code or data, is not endorsed by NVIDIA or AMD, and requires users to provide their own legitimately obtained NVIDIA DLL files.
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The crucial distinction: neural rendering versus upscaling
A game’s “DLSS” option can represent several linked stages rather than one switch. It may select an input buffer, an upscaler, a ray-reconstruction or neural-rendering pass, and optional frame-generation features. NeuralHub changes only the parts that its loader and backend can intercept.
OptiScaler’s documented AMD neural-rendering path connects AMD Neural Rendering to the OptiScaler layer while FFX/FSR performs the upscaling. The same project can accept DLSS or XeSS game inputs through proxy and injection layers. In practical terms, selecting a NeuralHub DLSS option does not prove that the entire reconstruction pipeline has become native DLSS. The game’s selected mode, the injected feature, the active upscaler, and the backend all affect the result.
How to read the labels in a game menu
- Input mode: the game may expose DLSS, FSR, or XeSS buffers and motion-vector conventions.
- Upscaler: FSR/FFX, XeSS, or another scaler may reconstruct the lower-resolution image.
- Neural-rendering pass: NeuralHub may add the compatible neural model or lighting/material treatment.
- Other features: sharpening, ray reconstruction, frame generation, and anti-aliasing can change the final image independently.
Therefore, “DLSS 5 on Radeon” is shorthand for a modded pipeline, not a guarantee that Radeon is executing NVIDIA’s complete native DLSS implementation.
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At-a-glance comparison
| Option | What is documented | Best reason to choose it | Main uncertainty |
|---|---|---|---|
| NeuralHub with a supported game | Unofficial neural-rendering implementation for Radeon RX 6000, 7000, and 9000 in DirectX 12 on Windows 11 | Experimenting with neural lighting/material treatment on AMD hardware | Alpha compatibility, model cost, game-specific artifacts, and injected-DLL failures |
| Native FSR | AMD’s directly exposed upscaling path where the game supports it | Lowest-friction baseline with the clearest Radeon compatibility story | Image stability varies by FSR version, render scale, motion vectors, and game integration |
| Native XeSS | Intel’s upscaling path when the game exposes it; also relevant as a NeuralHub input path | Testing an alternative reconstruction path in games that provide XeSS | No cited Radeon-side, multi-game dataset establishes a consistent quality advantage over FSR |
This table compares categories, not a universal quality ranking. A well-integrated native mode can beat a poorly integrated mod, while a particular game and build may produce the opposite result.
Hardware, software, and game requirements
Documented requirements
- GPU: AMD Radeon RX 9000, RX 7000, or RX 6000 series. Feature completeness is not guaranteed to be identical across generations.
- Operating system: Windows 11.
- API: DirectX 12 games are the documented route.
- Driver: AMD Adrenalin 26.1.1 or later, according to the project README.
- Game: a title exposing DLSS, FSR, or XeSS in a way the loader can intercept.
- Files: your own legally obtained NVIDIA DLL files, including an
nvngx_dlssnr.dllbuild 310.8.0.0 or later for the documented setup.
Vulkan and Linux support were described as planned rather than generally available. Treat any report of those paths as build-specific, not as a supported default.
What an RX 9070 XT does and does not imply
The Radeon RX 9070 XT appears in both the project’s performance discussion and independent testing. That makes it a useful reference card, not a minimum requirement or a promise of a particular frame rate. Older RX 6000 and RX 7000 cards are listed as supported, but the README does not establish identical model coverage, speed, or effect completeness for every GPU.
Installation workflow
NeuralHub is a modding workflow, not a checkbox supplied by the game developer. Back up the game directory and use an offline or anti-cheat-disabled environment before changing DLLs.
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- Obtain the required files legally: provide your own
nvngx_dlssnr.dllbuild 310.8.0.0 or later. Import related DLSS DLLs only when the project’s instructions for your game call for them. - Install NeuralHub: place the project files according to its release instructions. Do not overwrite unrelated game files without retaining a clean backup.
- Install the loader per game: the documented process requires adding the mod loader to each supported game rather than installing one global switch.
- Choose the feature path: configure the desired DLSS or FSR feature in the mod settings. If the game exposes XeSS, use the project’s documented proxy or injection path where supported.
- Launch and enable the game option: start the title, then select DLSS, FSR, or XeSS in the game’s own graphics menu as instructed for that configuration.
- Verify the active path: record the selected mode, internal resolution, sharpening, frame generation, ray reconstruction, driver, game build, and NeuralHub version before judging the output.
If the game crashes immediately, restore the backed-up files, remove the injected loader, and confirm that the DLL version and placement match the project’s current instructions. A failed injection is not evidence that the Radeon GPU is unsupported; it can indicate an incompatible game build, loader, driver, or anti-cheat process.
Image quality: what you can fairly claim
The NeuralHub README says its output is “very similar to what DLSS produces on the original hardware,” while warning that some effects may not work at 100%. That is a project claim, not an independent controlled comparison. No cited multi-game test proves that NeuralHub consistently beats native FSR or native XeSS on Radeon.
Fine detail and texture stability
Inspect thin geometry, distant foliage, wires, fences, text, and repeating textures at the same internal render scale. Look for crawling pixels, shimmering, broken edges, and detail that disappears between frames. A screenshot at rest is insufficient: a mode can look sharp in a still image yet lose stability during camera movement.
Motion, ghosting, and disocclusion
Use a repeatable camera pan and follow objects moving across a contrasting background. Check for trails behind characters, vehicles, particles, and foliage, plus smearing when previously hidden surfaces become visible. Motion-vector quality supplied by the game often matters as much as the reconstruction model.
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These areas expose temporal errors quickly. Compare hair strands, skin detail, alpha-tested leaves, glass, smoke, water, and specular highlights. Keep sharpening identical: aggressive sharpening can make one mode appear more detailed while amplifying ringing and noise.
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Lighting and material treatment
DLSS 5’s advertised goal includes neural treatment of lighting and materials. NeuralHub may reproduce some of that behavior, but the project warns that effects can be incomplete. Record which effects are actually enabled instead of calling every visual difference “DLSS quality.”
NeuralHub versus native FSR and XeSS
| Question | NeuralHub configuration | Native FSR | Native XeSS |
|---|---|---|---|
| Is it official on Radeon? | No; it is an unofficial mod and runtime reimplementation. | It is the game’s native AMD-exposed option when available. | It is the game’s native XeSS option when available. |
| What may perform the upscaling? | Potentially FFX/FSR in the documented AMD neural-rendering path; verify the active backend. | FSR/FFX. | XeSS, subject to the game’s implementation and hardware path. |
| Can the game input be DLSS, FSR, or XeSS? | Yes, where the loader and title are supported. | Usually the game’s own FSR path. | The game’s own XeSS path. |
| Evidence for a universal image-quality win | None established by the cited material. | No universal win over every alternative; serves as the most direct Radeon baseline. | No cited controlled Radeon dataset proves a consistent win over FSR. |
| Installation risk | Injected DLLs, version matching, game-specific compatibility, and possible anti-cheat blocking. | Normally installed through the game’s graphics menu. | Normally installed through the game’s graphics menu. |
For a fair comparison, use the same output resolution, internal render scale or quality preset, sharpening, frame-generation state, ray-reconstruction state, driver, game build, and camera path. Save screenshots and frame-time captures with the exact mod build named.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Performance evidence and why the numbers conflict
| Reported result | Configuration | How to interpret it |
|---|---|---|
| 90–100 FPS | Radeon RX 9070 XT, 1080p, full HT model; project README, 2026 | A project-reported result under one model and resolution, not a universal expectation. |
| About 11–12 FPS | Earlier Cyberpunk 2077 implementation on an RX 9070 XT; testing reported by Tom’s Hardware in 2026 | Shows the substantial cost of an early neural-rendering build. |
| About 50 FPS | Cyberpunk 2077 at 3440×1440 with Alpha 0.4.0; Tom’s Hardware, 2026 | Demonstrates improvement in a later alpha, at a much higher resolution and different build. |
| 23% improvement, then another 42% | Alpha 0.3.3 followed by Alpha 0.4.0; Tom’s Hardware description | Those sequential gains amount to roughly 74% over the earlier build as described, but they do not predict every game. |
Neural rendering can consume a large amount of GPU time before the final upscaling cost is considered. Resolution, model choice, driver scheduling, shader compilation, game engine motion vectors, and the mod build all change the result. The 1080p README figure and the 3440×1440 Cyberpunk result should never be presented as directly comparable benchmarks.
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Compatibility limits and failure modes
Anti-cheat rejection
The project warns that anti-cheat systems can block the injected DLL. Discuss and use the mod only for offline play or with anti-cheat disabled in a context where the game permits that. Do not attempt to bypass anti-cheat protections in competitive or protected sessions.
Driver and API mismatch
A non-Windows-11 system, an older Adrenalin driver, or a Vulkan title falls outside the documented default path. Update the driver only after confirming that the game and other mods tolerate the change, and keep a known-good driver available for rollback.
Missing or wrong DLL
The required DLL must be user-supplied and at least build 310.8.0.0 for the documented nvngx_dlssnr.dll setup. A missing, renamed, or incompatible file can produce a silent fallback, a startup crash, or a black screen. Recheck the file name, build, architecture, and installation directory against the release instructions.
Game-specific rendering problems
Upscalers depend on motion vectors, exposure data, depth, and disocclusion information from the engine. If a title supplies incomplete or unusual buffers, expect ghosting, unstable particles, incorrect transparency, or effects that remain native. Disable the mod for that title rather than assuming a different quality preset will fix missing inputs.
Updates breaking the loader
Game patches can change executable layouts, render passes, or DLL loading behavior. Keep a clean game copy, note the exact game and NeuralHub versions, and retest after every update. A configuration that worked in one alpha build may stop working in the next.
How to run a meaningful comparison
- Choose one game with native FSR and/or XeSS and a reproducible benchmark scene.
- Lock output resolution and internal quality percentage.
- Use the same sharpening, anti-aliasing, ray-tracing, frame-generation, and latency settings.
- Capture native FSR, native XeSS, and NeuralHub separately, with no mixed settings.
- Measure average FPS and frame-time consistency after shader compilation, not just the highest counter reading.
- Record GPU utilization, power behavior, driver version, game build, mod build, and active backend.
- Review motion footage as well as still frames, concentrating on foliage, hair, particles, reflections, and disocclusion.
- Report failures and fallbacks, not only successful runs.
This method cannot turn a game-specific test into a universal ranking, but it prevents the most common false comparison: changing several reconstruction variables at once and attributing the whole difference to NeuralHub.
Should you use NeuralHub?
It makes sense when
- You own a supported Radeon RX 6000, RX 7000, or RX 9000 card and are comfortable modifying individual game installations.
- You want to evaluate neural rendering experimentally and can play offline or in an allowed anti-cheat-disabled environment.
- You are willing to trade setup time and possible instability for a feature that native Radeon menus do not provide.
- You can keep backups and compare builds using controlled settings.
Native FSR or XeSS is the better choice when
- You need a supported, low-maintenance graphics option from the game’s own menu.
- You play an anti-cheat-protected title where injected DLLs may be blocked.
- You need predictable updates and do not want to troubleshoot loader or driver conflicts.
- Your game’s native implementation already delivers acceptable motion stability and frame time.
Bottom line on image quality, performance, and compatibility
NeuralHub is best understood as an experimental Radeon mod that adds an unofficial neural-rendering path, not as native DLSS 5 support. Its pipeline may still use FFX/FSR for upscaling even when the game starts from a DLSS or XeSS input. The project has progressed rapidly—from an early Cyberpunk result near 11–12 FPS to about 50 FPS in a later 3440×1440 alpha test, with a separate 90–100 FPS 1080p RX 9070 XT claim—but those results belong to different builds and conditions.
Use native FSR or XeSS as your practical baseline, then test NeuralHub only when you accept its Windows 11, DirectX 12, driver, DLL, anti-cheat, and game-specific constraints. Until controlled multi-game testing is published, the defensible conclusion is conditional: NeuralHub may deliver compelling results in a particular configuration, but no evidence establishes that it universally looks better or runs faster than native FSR or XeSS on Radeon.
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