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There is no verified NeuralHub setting that is best for every Radeon GPU, game, and display. The most defensible approach is to begin with the current release defaults, establish a matched native FSR or XeSS baseline, verify that NeuralHub’s neural pass is actually active, and then change one control at a time while checking motion artifacts and frame time. This is an unofficial DLSS-neural-runtime project, not vendor-supported DLSS built into Radeon drivers. Its README reports 90–100 FPS at 1080p on an RX 9070 XT with the full HT model, but that is a project-specific figure, not a latency guarantee. Use the profile below as a repeatable method rather than a universal preset.
At a glance
| Name | Best for | Key spec | Platforms | Checked |
|---|---|---|---|---|
| Native FSR or XeSS baseline | Reference image quality, frame time and latency | Keep output resolution, internal scale, sharpening, ray tracing, motion blur and frame generation unchanged for every comparison | DirectX 12 game on Windows 11 with a Radeon RX 6000, 7000 or 9000 card | Nov 2026 |
| NeuralHub current defaults | Safest starting point after installation | Use the active release defaults; press End for the documented overlay and confirm the neural pass and selected upscaler | Windows 11, DirectX 12, Radeon RX 6000/7000/9000, Adrenalin 26.1.1 or later | Nov 2026 |
| Single-variable tuned profile | Balancing detail and motion stability in one game | Change one NeuralHub or game control, inspect motion, and retain the change only if frame time and artifacts improve | Same requirements as the current NeuralHub release | Nov 2026 |
| Neural rendering plus optional frame generation | Testing extra smoothness after the base path is stable | Add frame generation only after the neural baseline; the README says DLSS-FG currently needs spoofing and DLSS-FG inputs | Only games and releases that support the required inputs; anti-cheat must be off | Nov 2026 |
NeuralHub is the reader-facing name used for the DLSS-NR-on-AMD project. Its README describes a ground-up reimplementation of DLSS neural-network runtime functionality for AMD GPU architectures. The project says it is not affiliated with or endorsed by NVIDIA or AMD, includes no NVIDIA code or data, and requires users to provide their own legitimately obtained DLL files.
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Is there a single best NeuralHub preset?
No. The available documentation lists supported hardware, controls and a project-reported performance example, but it does not publish a tested slider recipe or a controlled end-to-end latency result. A setting that looks clean in a slow camera shot can produce ghosting, flicker or disocclusion trails during a fast pan, and the cost of a mode can change with resolution, ray tracing, game build and driver.
Use “best” as a per-game decision: the mode that meets your own frame-time target while preserving stable detail in motion. The project README says output quality is “very similar to what DLSS produces on the original hardware,” while also acknowledging that some effects may not work perfectly. That is the project’s claim, not an independent comparison, so validate it in the exact game and release you play.
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What does NeuralHub support on Radeon?
The current project documentation lists Windows 11, DirectX 12, Radeon RX 6000-, RX 7000- and RX 9000-series GPUs, and Adrenalin driver 26.1.1 or later. You also need the DLL files required by the project and the game’s corresponding input path. Check the current README and release notes immediately before setup because this community project is changing.
Do not assume that a game menu labelled DLSS means every stage is running native NVIDIA DLSS. The project separately documents FSR support and configuration for DLSS or FSR features. Confirm the active backend in the current release’s overlay or log, and record which upscaler the game is feeding into the replacement runtime.
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Anti-cheat and file requirements
The README warns that anti-cheat systems will block the injected DLL and instructs users to run the project only with anti-cheat disabled. That generally means an offline mode, a private session or another explicitly permitted environment; do not bypass a competitive game’s protections. Keep a backup of original files, use DLLs obtained lawfully, and remove the override before returning to an anti-cheat-protected installation.
What should I record before changing a setting?
Write down the conditions that determine both quality and latency. Without this record, a faster result may simply be a lower internal resolution or a different game patch.
- Software identity: note the NeuralHub build, Radeon Adrenalin version, game build and Windows 11 version.
- Hardware and display: record the exact Radeon model, output resolution, refresh rate and whether variable refresh is enabled.
- Render path: capture the game’s input option (FSR, DLSS or XeSS), internal render scale, sharpening value, ray-tracing settings, motion blur and any frame-generation switch.
- Scene and run length: choose a repeatable route containing foliage, hair, fences, reflections, smoke and a moving camera. Note the same save point and camera movement for each pass.
- Metrics: log average and 1% low FPS if your overlay provides them, but also record frame time. FPS alone cannot tell you whether input-to-photon latency improved.
Keep the display mode, cap, V-sync or variable-refresh behavior and background applications constant. If you change several items together, you will not know which change caused a quality improvement or a latency penalty.
How do I establish a fair baseline?
Start with the game’s own supported FSR or XeSS mode at the same output and internal resolution you intend to compare. This gives you a native reference for detail, temporal stability, GPU load and frame time before the replacement runtime adds another variable.
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- Launch the game without NeuralHub overrides, or disable the override for the baseline run.
- Select the native FSR or XeSS mode that matches your intended render scale. Leave sharpening, ray tracing, motion blur and frame generation at documented, repeatable values.
- Run the chosen route or replay for long enough to include traversal, combat and a camera pan. Save screenshots only as supporting evidence; inspect the same scenes in motion.
- Record frame-time behavior, not just the headline FPS. A lower average can still feel steadier if spikes disappear, while a high average with severe spikes can feel worse.
- Restore exactly these conditions before enabling NeuralHub.
The baseline is not a claim that FSR or XeSS is universally superior. It is a control condition that makes a per-game comparison meaningful.
What is the safest NeuralHub starting profile?
Use the current release defaults first. Defaults are the only configuration the project actively maintains as controls change; historical screenshots or forum recipes can refer to an older alpha.
- Install the release that matches the current README and confirm your driver and GPU meet its listed requirements.
- Enable only the neural-rendering path you are trying to evaluate. Leave optional frame generation and unrelated enhancements disabled for the first run.
- Open the documented overlay with the End key and verify that the neural pass is active. Identify the selected upscaler and note any warnings in the log.
- Match the baseline’s output resolution, internal scale, sharpening, ray tracing and motion-blur state.
- Repeat the same route and record frame time and motion behavior before making a single adjustment.
If the overlay does not appear, the log shows a fallback, or the game renders an unchanged native path, stop tuning image quality. Fix the injection or input-path problem first; otherwise you are comparing labels rather than renderers.
Which controls should I tune first for image quality?
Tune the controls most likely to alter temporal reconstruction before touching presentation effects. Change one item, repeat the same motion, and keep the change only when it improves detail without introducing instability.
1. Confirm the selected upscaler and input path
NeuralHub can sit behind different game inputs. Record whether the game is sending FSR, DLSS or XeSS data and whether the current release exposes a separate NeuralHub choice. A menu label alone is insufficient evidence that all stages use NVIDIA’s original DLSS implementation.
2. Hold internal resolution constant
Internal render scale is usually the largest quality/performance lever. Do not compare a higher NeuralHub scale with a lower native-FSR scale and call the difference a backend advantage. If you need more performance, lower the scale deliberately and document it as a separate profile.
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3. Adjust sharpening only after reconstruction is stable
Sharpening can restore edge contrast but can also exaggerate ringing, foliage shimmer and compression noise. Compare thin geometry, hair and specular highlights while panning; a still screenshot can make an over-sharpened image appear more detailed than it is.
4. Keep ray tracing and motion blur matched
Ray-traced reflections, shadows and transparency can dominate both GPU time and temporal artifacts. Motion blur can conceal ghosting, so keep it identical when comparing modes and then decide separately whether you want it enabled for play.
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5. Inspect difficult motion
Use camera pans and forward movement to reveal trailing behind characters, disocclusion when the camera exposes a new background, flicker in foliage and fences, breakup in smoke, and instability in reflections. Check fine text and distant geometry after movement stops; recovery speed is part of perceived quality.
How can I tune for latency when no NeuralHub latency benchmark exists?
There is no source-backed NeuralHub setting with a guaranteed input-latency value. Treat frame time as a practical proxy for GPU-side responsiveness, but do not convert an FPS figure into a millisecond claim without a matching input-to-display measurement.
- Set a frame-time goal based on your display refresh and game genre. For example, a competitive player may prioritize a stable cap, while a single-player game may accept a higher frame time for cleaner reconstruction.
- Use the same frame cap, V-sync or variable-refresh policy in every run. A changing cap can hide a backend cost.
- Watch frame-time graphs for spikes during traversal, effects and camera turns. Record the worst repeatable section, not only the quiet opening scene.
- Keep frame generation off while establishing the base path. Generated frames can raise displayed FPS without reducing the time between your input and the next genuinely rendered frame.
- After selecting a stable neural mode, add optional features one at a time and re-check frame-time spikes.
For a true latency number, use a suitable external input-to-photon measurement setup and report its method. The available data contains no controlled end-to-end latency results for NeuralHub, so any claim that one preset is lower-latency should be treated as unverified unless accompanied by such a measurement.
Should frame generation be enabled while tuning?
No. Establish the neural-rendering baseline first, then evaluate frame generation as a separate layer. The README says DLSS Frame Generation currently requires spoofing and DLSS-FG inputs, adding compatibility and pacing variables that can obscure the cost of the underlying upscaler.
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Once the base mode is stable, enable frame generation only if the game and release support the required inputs. Compare camera response, artifacting around characters and foliage, and frame-time pacing rather than relying on the generated-FPS counter. Keep the same output resolution and cap policy, and be explicit that a smoother animation rate is not proof of lower input latency.
How should I compare NeuralHub with native FSR and XeSS?
Use a matched, repeatable comparison rather than a broad ranking. Secondary guidance from GeekChamp’s comparison method is useful for structuring the run, but it is not a controlled benchmark.
| Axis | What to hold constant or inspect |
|---|---|
| Game state | Same game build, save, route, weather, time of day and driver |
| Resolution | Same output resolution and internal render scale; document dynamic-resolution behavior |
| Presentation | Same sharpening, ray tracing, motion blur, V-sync, frame cap and frame-generation state |
| Detail | Fine textures, distant geometry, text, hair, foliage, fences and transparency |
| Temporal behavior | Ghosting, disocclusion trails, flicker, reflection stability and recovery after a pan |
| Performance | GPU utilization, repeatable frame time, spikes and sustained behavior; do not infer latency from FPS alone |
Run each mode in alternating order where practical so a later run is not automatically favored by shader compilation or thermal changes. If compilation stutter occurs, warm the same scene for every mode and disclose that condition in your notes.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What do the published performance figures actually prove?
The project README reports 90–100 FPS at 1080p on an RX 9070 XT using its full HT model. That is one card, resolution and model combination reported by the project; it is not a promise for another Radeon, game or internal scale.
Do these 3 things before closing this tab:
1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsTom’s Hardware reported about 50 FPS in Cyberpunk 2077 Alpha 0.4.0 at 3440×1440 and also described user reports ranging from no loss against native FSR to losses of up to 25%. Those observations use a different build and resolution from the README figure and are anecdotal rather than a controlled distribution. Neither source establishes a universal latency result.
Use these numbers as context for how widely workload and configuration can vary, not as targets to reproduce. Publish or share your own result with the GPU, driver, game build, resolution, internal scale, NeuralHub build and frame-generation state attached.
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Are the Fast and Reference arithmetic modes still current?
Do not assume so. Historical release notes describe Fast and Reference arithmetic modes for a particular older alpha and state that RX 7000 always used Reference in that release. Those notes are version-specific; consult the active release changelog before treating either name as a current control.
If your current build exposes an arithmetic choice, compare it exactly like any other variable: hold the input path and resolution constant, inspect motion and frame time, and record the build. Do not carry a historical mode recommendation into a newer release without verification.
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- No visible NeuralHub effect: check the overlay and log, confirm the DLL matches the game’s expected input, and verify that the game is running DirectX 12.
- DLL blocked or game refuses to launch: anti-cheat may be active. Follow the README’s requirement to use the project only with anti-cheat off; do not attempt to defeat protection.
- Ghosting behind moving objects: return to defaults, disable extra sharpening, inspect a different input path if the release supports it, and retest at the same internal scale.
- Foliage or fences shimmer: check temporal behavior during a slow pan, then compare with the native baseline. A sharper still image is not an improvement if motion is unstable.
- Frame-time spikes: disable frame generation and optional effects, warm the same scene, and change one setting at a time. Check whether ray tracing or dynamic resolution changed between runs.
- Performance differs from published figures: that is expected across GPUs, resolutions and game builds. Reproduce the documented conditions before drawing a conclusion.
Recommended decision rule
Keep NeuralHub when its active neural path delivers the detail you want in motion and its repeatable frame time meets your target under the exact game conditions you recorded. Keep native FSR or XeSS when it is steadier, less costly or easier to run in a supported mode. There is no obligation to prefer the NeuralHub label: the useful result is the cleanest, most responsive image your particular Radeon and game can sustain.
Frequently Asked Questions
Can I use NeuralHub in an online game with anti-cheat enabled?
The project README says anti-cheat will block its injected DLL and directs users to run it only with anti-cheat disabled. Use an offline or otherwise explicitly permitted mode, and restore the original files before entering protected multiplayer.
Does 100 FPS with NeuralHub mean 10 ms input latency?
No. FPS describes frame production rate, while input-to-photon latency also includes the game loop, queueing, display scanout and other stages. A latency claim requires a matching end-to-end measurement; the cited NeuralHub material does not provide one.
Why does the game still show an FSR or XeSS label when NeuralHub is installed?
The game menu identifies the input route it is sending, not necessarily every stage of the replacement runtime. Verify the active neural pass and selected upscaler in the current release overlay or log instead of relying on the menu label.
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Treat old recipes as historical references only. Release notes document version-specific behavior, including an older Fast/Reference arithmetic distinction, and controls can change; check the current README and release changelog first.




