Initial commit: 在 Minecraft Java 版接入 NVIDIA DLSS 超分与帧生成
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{
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"file_format_version": "1.0.0",
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"layer": {
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"name": "VK_LAYER_reshade",
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"type": "GLOBAL",
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"library_path": ".\\ReShade64.dll",
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"api_version": "1.3.268",
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"implementation_version": "1",
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"description": "crosire's ReShade post-processing injector for 64-bit",
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"device_extensions": [
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{
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"name": "VK_EXT_tooling_info",
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"spec_version": "1",
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"entrypoints": [ "vkGetPhysicalDeviceToolPropertiesEXT" ]
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}
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],
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"disable_environment": {
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"DISABLE_VK_LAYER_reshade_1": "1"
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}
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}
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}
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{
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"file_format_version": "1.2.0",
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"layer": {
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"name": "VK_LAYER_feed_vk",
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"type": "GLOBAL",
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"library_path": ".\VkLayer_feed_vk.dll",
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"api_version": "1.3.280",
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"implementation_version": "1",
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"description": "DLSS5-Feeder: enables the KHR external-interop extensions its Vulkan transport needs",
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"functions": {
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"vkNegotiateLoaderLayerInterfaceVersion": "vkNegotiateLoaderLayerInterfaceVersion"
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},
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"disable_environment": {
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"DISABLE_VK_LAYER_feed_vk": "1"
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}
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}
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}
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@echo off
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rem Launch a Vulkan game with VK_LAYER_feed_vk active, without touching the registry.
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rem
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rem run-with-feed-layer.bat "E:\path\to\game.exe" [args...]
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rem
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rem Only needed when dlss5-feed.log says the Vulkan interop entry points are missing.
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rem Registry implicit-layer keys are deliberately avoided: other hook software
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rem (overlays, capture tools) rewrites them, and a per-launch env var cannot be
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rem clobbered or leak into other games.
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setlocal
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if "%~1"=="" (
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echo Usage: run-with-feed-layer.bat "path\to\game.exe" [args...]
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exit /b 1
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)
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set "VK_LAYER_PATH=%~dp0"
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set "VK_INSTANCE_LAYERS=VK_LAYER_feed_vk"
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echo Launching with VK_LAYER_feed_vk from "%VK_LAYER_PATH%"
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start "" %*
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endlocal
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