Odyssey complete setup with neural rendering and Live Flow: keep the three stages separate
ItsOOGWAY · PC guides & recorded tests
Odyssey complete setup with neural rendering and Live Flow: keep the three stages separate
Super Mario Odyssey on PC: complete Power Moon Recomp setup, the base-game version correction, DLSS 5 neural rendering and Live Flow multi-frame generation in one guide.
The key checkpoint: Establish the 1.0.0 base game first, then test the community neural-rendering route and Live Flow separately. A higher presented-frame counter is not a faster simulation.
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
Super Mario Odyssey is running on PC, and this guide takes you through the whole setup: the right game version, the installation correction, DLSS 5 neural rendering and Live Flow frame generation. I'll show the working route in order, so you can stop at the base game or add the extra features one at a time. Open the Power Moon Recomp page linked in the resources section.
Walkthrough 02
Download Power Moon Recomp
Go to Releases and download the Windows archive. Extract the whole archive into a folder you can write to, such as Documents. Keep every extracted file together. Open the program named Power Moon Recomp to start setup. Before you select a game, check this part.
Walkthrough 03
Use the correct game version
This build needs your own Super Mario Odyssey version 1.0.0, with no update merged in. My first extraction included an update, so I went back and prepared the base game again. If you've already updated your dump, use a fresh extraction of the original base. Don't delete your only copy. If your own dump is still packaged, open the Switch Game Extractor.
Walkthrough 04
Extract the base game
Select your base game file. When the optional update picker appears, press Cancel for base game only. That is the correction here: don't select the update. Let extraction finish before choosing the resulting folder in the launcher. If you already have the correct extracted files, you can skip this step. The folder you give the launcher must contain exefs and romfs.
Walkthrough 05
Select exefs and romfs
Select that parent folder, rather than opening exefs or choosing the archive itself. In Power Moon Recomp, click Choose game folder, browse to the extracted base, and confirm Select Folder. The launcher now prepares its own local copy and compiles the game code. Leave this setup window open and let it complete.
Walkthrough 06
One-time setup and first launch
This is the one-time preparation stage, not a frozen game. In this recording, the progress stage takes just under ten minutes. I'm speeding up that wait. Once the controller screen appears, the game has launched and we can check the controls. Start a new game and test movement, jumping and the camera.
Walkthrough 07
Verify the base game
Get this normal launch working before adding graphics tools. You can use F1 to open the port's settings and F11 for fullscreen. The download is the PC runtime; your own game files supply the game. Here's the result at the original recording speed. With the base game working, we can add the DLSS 5 neural-rendering route shown here.
Walkthrough 08
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 09
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 10
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 11
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 12
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 13
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. For extra presented frames, open Live Flow in DLSS 5 Manager.
Walkthrough 14
Open Live Flow
Keep the game running in its normal window. This is an external frame-generation route. The base game's simulation speed stays the same, so we're checking motion and responsiveness rather than treating a larger output counter as a faster game simulation. In Live Flow, find Multi Frame Generation and turn MFG on.
Walkthrough 15
Enable the recorded MFG settings
In this recording the generator is DLSS MFG, the mode is 2x, Game Type is Auto, and the preset is Quality, preset B. Wait for the status line to start updating before returning to the game. Keep DLSS neural rendering off here if you only want to test frame generation. Return to the game and move the camera through the same area.
Walkthrough 16
Check motion and responsiveness
If controls feel delayed or the image trails, switch MFG off and compare before changing another setting. Generated frames can smooth the output, but they don't replace a good starting frame rate. This recording is exported at sixty frames per second, so it cannot show every frame of a higher refresh-rate display. Keep these controls separate.
Walkthrough 17
Avoid mixing up the controls
The neural add-on's pass slider changes rendering work. Live Flow's two-times mode changes frame generation. Power Moon Recomp also has its own experimental interpolation option on supported high-refresh displays. Test one route at a time so you know which change you are actually judging. That's the route shown in this recording.
Walkthrough 18
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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