Add the Odyssey DLSS 5 Manager route: target PowerMoonRecomp.exe and compare neural passes
ItsOOGWAY · PC guides & recorded tests
Add the Odyssey DLSS 5 Manager route: target PowerMoonRecomp.exe and compare neural passes
Add DLSS 5 neural rendering to an existing Super Mario Odyssey PC installation. This focused guide uses DLSS 5 Manager, the correct PowerMoonRecomp.exe, Vulkan and the Deep Fried Chicken add-on.
The key checkpoint: Start with an existing working Odyssey installation. The recorded community Manager/ReShade route targets the game executable with Vulkan; neural passes are not generated frames.
Before you start
- Use the recorded versions and the supported inputs listed in the original notes below.
- Compare the last successful checkpoint before choosing a fix.
- Keep original files, relevant logs and a known working setup when testing changes.
Resources from this video
Links, downloads & documentation
Every original URL from the video description is collected here, including recorded releases, setup discussions and related videos. Use the version-specific notes when following a recorded build.
Watch the complete video
Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.
Walkthrough 01
Super Mario Odyssey on PC
Already have Super Mario Odyssey running on PC? Here's the focused DLSS 5 add-on setup. We'll pick the correct executable, install the Vulkan route and enable neural rendering in ReShade. You can follow this without repeating the game installation. With the base game working, we can add the DLSS 5 neural-rendering route shown here.
Walkthrough 02
Prepare DLSS 5 Manager
This uses DLSS 5 Manager and a community ReShade add-on. It is separate from Power Moon Recomp's built-in options. Start from the official Manager link in the resources section, then open the app with the game closed. Add the Power Moon Recomp folder in the Manager.
Walkthrough 03
Fix the selected executable
Then open its game card and check the selected executable. This matters: the first scan picked Zig, which is a build tool. Use Change .exe and choose PowerMoonRecomp.exe, the program that actually runs the game. The card should now be named Power Moon Recomp. For this Windows build, select Vulkan and 64-bit.
Walkthrough 04
Install the Vulkan add-on
Turn on Deep Fried Chicken, which is the neural-rendering add-on used in this test. Leave the other experimental switches at the shown starting values. Click Complete Installation, wait for it to finish, and then launch the game through this corrected card. Press Home to open ReShade, then choose the Deep Fried Chicken tab.
Walkthrough 05
Enable neural rendering
Enable it and start with the Upscaled processing route shown in the successful run. Keep Auto Balance and Balanced as the starting profile, with the pass amount at one. Close the menu and compare the same view before making more changes. Pass amount means neural evaluations for each source frame.
Walkthrough 06
Neural passes and comparison
It does not mean extra animation frames. I tried higher values later, but start at one and increase only if you prefer the picture and movement still feels good. Toggle Enabled off and on in the same scene to judge the change without changing everything at once. Here is gameplay after the add-on setup.
Walkthrough 07
Check the DLSS result
Watch Mario, the edges of the scenery and the image during camera movement. This is the community neural-rendering path used in this recording, rather than an official DLSS option built into Odyssey. If the base game opens but ReShade doesn't, recheck the executable, Vulkan installation and menu key first. That's the route shown in this recording.
Walkthrough 08
Finish and community
For build testing, setup help and comparing results with other PC players, join my Discord from the description. Share the port version, your graphics card and the exact step you're on, and keep your save backed up before trying another build.
If your result differs
| Situation | Next useful check |
|---|---|
| The process stops at a different checkpoint | Record the exact message, current build and last successful stage. Compare that stage with the matching video section. |
| A setting is selected but the result differs | Repeat the same scene and change one option at a time. A menu target does not establish measured performance. |
| A newer release changes the interface | Check the linked release notes and instructions. This companion preserves the recorded route and its limitations. |
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