Veyra: Windows video and capture enhancement with DLSS, SR, and FG
A Windows player that enhances video and capture sources, chaining NR, SR, and FG through Nodes.
GitHub Likely7/Veyra-NRVideo Updated 2026-11-14 Branch main Stars 1.6K Forks 72
C++/Python/QML Windows video enhancement DLSS/XeSS/FSR DirectX 12

🧭 Decision Guide

Try it if you

  • You have Windows 11 x64, DirectX 12, and an RTX 5070 and want to test RTX Video SR and FG.
    The README's “Install and upgrade” section requires Windows 11 x64 and DirectX 12 and says most local tests used an RTX 5070; “New in 2.1.2” lists RTX Video SR and FG.
  • You need to put PS5, a capture card, or OBS Game Capture into a real-time enhancement workflow.
    The README's “Highlights” section lists PS5, capture cards, screen capture, and a persistent OBS Game Capture switch.
  • You need Nodes to preserve layered NR, color parameters, sessions, and presets.
    The README's “Node editing and layered NR” section explicitly supports executable connections, independent NR/color parameters, sessions, and presets.

Skip it if you

  • Your environment is not Windows 11 x64 or lacks DirectX 12.
    The README's “Install and upgrade” section explicitly requires Windows 11 x64 and DirectX 12.
  • You require an official, complete DLSS 5 integration or vendor certification.
    The README's “Limitations” section says community runtimes are not vendor certification or a complete official DLSS 5 integration.
  • You depend on verified results for long Xbox runs, VRR capture, or community NR/FG on RTX 30/40.
    The README's “Limitations” section lists these scenarios as needing field retesting or remaining unverified.

Requirements

  • Windows 11 x64 and DirectX 12 are required; download Veyra-2.1.5-NVIDIA-win64-portable.zip or Veyra-2.1.5-AMD-win64-portable.zip.
  • GPU and capture drivers must be installed separately; Qt and approved runtimes are included.
  • One GPU package is required to run the application; the README says most local tests used an RTX 5070.
  • High resolution, layered NR, and frame generation increase GPU/VRAM requirements.

First step (verbatim from README)

veyra_qml_ui.exe

Watch out

  • Do not overwrite the 2.0 package with an old veyra.ini, runtime_local folder, or mixed DLLs.
    The README's “Install and upgrade” section explicitly warns about obsolete UI settings and mixed runtime files.
  • When upgrading from 2.1.1 to 2.1.2, copy only user-data-2.0.0 and custom luts.
    The README's “Upgrade 2.1.1→2.1.2” section says to close Veyra and copy only those runtime_local items.
  • List and Nodes share an engine, but disconnected drafts do not execute and Export does not record the preview window.
    The README's “Architecture” section states these execution conditions and Export behavior.

Not stated in the README

  • The README does not provide a complete GPU compatibility matrix beyond RTX, AMD lmxxf, and RX 9000.
  • The README does not provide frame-rate or VRAM figures for DLSS, XeSS, FSR, and FG at different resolutions.
  • The README does not specify driver versions for RX 7000 RedDuke NR or experimental Xbox support.
  • The README does not provide detailed Veyra 2.1.5 build steps; it only links to Build and corresponding source.
  • The README does not state end-to-end latency for PS5, Moonlight/Sunshine, or OBS Game Capture.

💡 Deep Analysis

6
No I am upgrading Veyra from 2.1.1 to 2.1.2 and already have user-data-2.0.0 and custom LUTs. Can I overwrite the old directory without damaging my configuration?
For: A Windows user upgrading Veyra from 2.1.1 to 2.1.2 who wants to preserve user data and custom LUTs

No, direct overwriting is not appropriate; the README explicitly recommends extracting into a new folder and migrating only the specified user data and LUTs.

  • The 2.1.1-to-2.1.2 upgrade instructions require closing Veyra and copying only runtime_local/user-data-2.0.0 and runtime_local/luts.
  • The README warns against copying the old veyra.ini, the entire runtime_local folder, or mixed DLLs over the new package because stale components or startup failures may result.
  • An in-place overlay using the same GPU flavor is possible, but it leaves stale components and is therefore not the preferred path.
  • The new package must match the active GPU, and NVIDIA and AMD package contents should not be mixed during migration.

The appropriate decision is to retain the old version for rollback, run 2.1.2 from a new directory, and copy only the two explicitly listed data paths. The README does not guarantee compatibility if the entire old configuration is copied.

  • Install and upgrade: Upgrade 2.1.1→2.1.2: prefer extracting into a new folder.
  • Install and upgrade: copy only runtime_local/user-data-2.0.0 and custom runtime_local/luts after closing Veyra.
  • Install and upgrade: do not overwrite the new package with old veyra.ini, an entire runtime_local folder, or mixed DLLs.
  • Install and upgrade: Same-flavour in-place overlay is possible ... but leaves stale components.
prefer extracting into a new folder
Not stated in the README:The README does not say whether the same migration rule will apply when upgrading from 2.1.2 to a later version.;It does not state whether all settings not listed in the migration instructions are automatically migrated.
Yes I need to reuse the same enhancement settings for preview, screenshots, and offline export while preserving multiple audio tracks and embedded subtitles in MP4/MKV. Is Veyra suitable for my delivery workflow?
For: A content creator who must preserve multiple audio tracks and embedded subtitles while producing MP4/MKV batches

Yes, because the README explicitly puts live processing, screenshots, and offline export under the same settings system and provides a delivery-oriented queue.

  • The Highlights section says that presets, List/Node sessions, PNGs, and video exports share the settings, reducing divergence between preview and final output.
  • The new export workflow supports an ordered queue, trimming, MP4/MKV, multiple audio tracks, embedded subtitles, cancellation, and retry.
  • The Architecture section states that the export queue stores a per-job settings snapshot, so queued jobs do not simply follow later global-setting changes.
  • Export is an independent encoding and muxing path rather than a recording of the preview window, which is better for file production, although processing time and codec compatibility depend on the input and output specifications.

The project fits well when reusable enhancement settings, track/subtitle preservation, and multi-job export are priorities. The README does not promise lossless preservation for every subtitle format, codec, or container combination.

  • Highlights: Presets, List/Node sessions, PNGs and video exports share the settings.
  • Highlights: New export workflow ... MP4/MKV, multiple audio/embedded subtitle tracks, cancellation/retry
  • Architecture: Export queue stores a per-job settings snapshot.
  • Architecture: export does not record the preview window; encoding and muxing / image files
Not stated in the README:The README does not list the exact supported subtitle formats, audio codecs, or video-codec combinations.;It provides no export-speed or storage figures by resolution, NR-layer count, or encoding format.
Yes I need separate List/Node configurations for different sources and want to combine layered NR, color processing, super resolution, and anti-aliasing. Can Veyra meet my requirement for reusable processing graphs?
For: An advanced video-processing user who needs reusable Node-mode graphs while maintaining List configurations and presets

Yes, because Veyra’s List and Node modes are not separate algorithm stacks; they share the same EnhanceGraph engine and extend to preview, screenshots, and export.

  • The Highlights section provides executable connections, independent NR and color parameters, separate List/Node configurations, sessions, and presets.
  • Architecture explicitly states that List/Nodes share the engine and disconnected drafts do not execute, reducing accidental processing during graph editing.
  • The graph includes multiple NR stages, single SR, color, and Video HDR, with connections to live preview or offline export.
  • NR controls provide per-layer strength, Picture control, and parameters for hue, chroma, shadows, highlights, local compression, and temporal stability.

This fits advanced users who need different reusable processing plans for different sources. However, complex-chain behavior still depends on GPU, VRAM, input color space, and node order; the README gives no performance ceiling or automatic validation rules for arbitrary node combinations.

  • Highlights: Node editing and layered NR ... separate List/Node configurations, sessions and presets.
  • Architecture: List/Nodes share the engine, disconnected drafts do not execute.
  • Architecture: Multiple NR / single SR / colour / Video HDR
  • Highlights: The nine manual controls cover hue, chroma, neutral tint, shadows, highlights, local compression, and temporal stability.
Not stated in the README:The README does not state the maximum node count, cycle-detection rules, or resource cost of each node type.;It provides no throughput or latency data for complex Node graphs on RTX 5070 or AMD GPUs.
Yes I use an RTX 5070 on Windows 11 x64 and want to combine DLSS, RTX Video Super Resolution, and Frame Generation for PC games or video playback. Is Veyra suitable for these hardware constraints?
For: A player using an RTX 5070 on Windows 11 x64 and DirectX 12 who wants higher-quality, higher-frame-rate PC or video playback

Yes, because the README’s main local validation used an RTX 5070, and the application explicitly targets Windows 11 x64 with DirectX 12.

  • The NVIDIA package includes the RTX 50 NVIDIA-original path and exposes DLSS, XeSS, FSR, and RTX Video SR options.
  • Version 2.1.2 adds true dual-pass RTX Video SR, separate second-pass controls, and VRAM-budget checks for high-resolution processing.
  • Frame Generation includes full-frame deduplication, smoothed anchors, and optional VFG regulation, but the README also warns that FG can increase VRAM usage, latency, or motion artifacts.
  • High resolution, layered NR, and FG all raise GPU and VRAM requirements, so being able to launch the application does not guarantee stable 120 FPS for every combination.

If the goal is minimum input latency in competitive games, the README does not provide RTX 5070 frame-time or latency measurements for specific games, resolutions, or FG settings.

  • Install and upgrade: Windows 11 x64 and DirectX 12 are required; most local tests used an RTX 5070.
  • Highlights: NVIDIA original for RTX50 and DLSS/XeSS/FSR options
  • New in 2.1.2: true dual RTX Video SR with separate second-pass controls
  • Install and upgrade: High resolution, layered NR and frame generation increase GPU/VRAM requirements.
Not stated in the README:The README provides no FPS, latency, or VRAM figures for an RTX 5070 with particular games, resolutions, and Frame Generation settings.;It does not define the compatibility scope between the project’s DLSS 5 integration and complete official NVIDIA DLSS 5 support.
It depends I use an AMD RX 7000 and want to enable the RedDuke NR path, per-layer scaling, and FSR 4 ML hardware support mentioned in 2.1.2. Can Veyra serve as a stable daily enhancement tool?
For: A Windows user with an AMD RX 7000 or RX 9000 who wants to test the FSR 4 ML hardware and RedDuke NR paths

It depends: the paths exist, but the README explicitly places RX 7000 RedDuke NR and parts of the FSR 4 capability in experimental or unverified territory.

  • The AMD portable package is an official installation route. Version 2.1.2 adds experimental RX 7000 RedDuke NR, Small/Original modes, and per-layer scaling while retaining a separate RX 9000 path.
  • The README also lists “FSR 4 ML hardware” among unresolved or unverified cases, so the presence of a menu option does not mean every AMD model is covered.
  • Users must download the package matching the active GPU and must not mix runtime files from different vendor packages.
  • Strong NR, super resolution, and Frame Generation increase GPU and VRAM pressure; the README also records some NR TDR and VRAM-growth reports.

It is reasonable to try if you accept model- and driver-specific validation. It is not appropriate to promise long-term stability, vendor certification, or a complete FSR 4 compatibility matrix from the README alone.

  • New in 2.1.2: experimental RX 7000 RedDuke NR, Small/Original and per-layer scale; separate RX 9000 path retained.
  • Limitations: FSR 4 ML hardware ... retain unresolved/unverified cases.
  • Install and upgrade: Download the NVIDIA or AMD package for Veyra’s active GPU.
  • Limitations: some NR TDR/VRAM-growth reports ... retain unresolved/unverified cases.
Not stated in the README:The README provides no support matrix by RX 7000 model, driver version, and FSR 4 ML hardware capability.;It provides no stability, performance, or VRAM benchmarks for RedDuke NR on RX 7000.
It depends I connect a PS5 through a capture card and need HDR, high-refresh-rate, audio, and recording support. Is Veyra suitable as a replacement for several separate preview and enhancement tools?
For: A Windows 11 user with a PS5, capture card, and HDR/high-refresh-rate pipeline who wants to preview, record, and export gameplay

It depends: Veyra covers this workflow, but capture format, VRR, and audio-carrier behavior remain decisive external constraints.

  • FrameSource accepts files, capture cards, PS5, and screen capture sources, while live preview, screenshots, recording, and export share the enhancement pipeline.
  • Version 2.1.2 adds WGC high-refresh cadence, ready-immediate capture without FG, first-copy 60-to-30 handling, and Dolby/DTS carriers on generic PCM pins.
  • The Architecture section specifies a native D3D12 video window, color/timestamp handling, and an export path that does not simply record the preview window.
  • However, Limitations says console/VRR capture still needs field retesting. There is also no complete compatibility matrix for HDR state, capture-card pixel format, and refresh-rate combinations.

It is suitable for consolidating preview, enhancement, and export, but the README cannot guarantee stable operation for your exact PS5, capture card, and HDR/VRR chain.

  • Highlights: PC / Xbox streaming ... alongside PS5, capture cards and screen capture.
  • New in 2.1.2: WGC high-refresh cadence, ready-immediate no-FG capture, first-copy 60→30, Dolby/DTS carriers
  • Architecture: FrameSource handles frames, timestamps, and color; export does not record the preview window.
  • Limitations: Real-console Xbox long runs and console/VRR capture still need field retesting.
Not stated in the README:The README does not specify compatible capture-card models, HDR formats, or PS5 resolution and refresh-rate combinations.;It does not show whether Dolby/DTS carriers are preserved with particular capture devices and export encoders.

✨ Highlights

  • Supports dual RTX Video SR and SR-then-downsample
  • Combines DLSS, XeSS, FSR, and Frame Generation
  • Nodes provide layered NR, color controls, and presets
  • The export queue supports MP4, MKV, and multiple audio tracks
  • RX 7000 RedDuke NR support is experimental

🔧 Engineering

  • Veyra connects a Qt Quick/QML interface to a D3D12 video renderer
  • Nodes combine multiple NR layers, single SR, color, and Video HDR
  • The Export queue snapshots per-job settings for video or screenshot output
  • Supports PS5, capture cards, screen capture, and Moonlight/Sunshine

⚠️ Risks

  • Requires Windows 11 x64 and DirectX 12; GPU and capture drivers are separate
  • Community NR/FG on RTX 30/40 and FSR 4 ML still have unverified cases
  • Long Xbox runs and console/VRR capture still need field retesting
  • NR strength 5 cannot guarantee artifact-free results on every video
  • The README explicitly says it is not a complete official DLSS 5 integration

👥 For who?

  • Players using Windows 11, DirectX 12, and NVIDIA or AMD GPUs
  • Creators needing enhancement for PS5, capture cards, or OBS Game Capture
  • Engineers who want Nodes to manage NR, SR, and color pipelines