Validate Windows native M FP8 and reduce operand packing cost
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@@ -3,21 +3,27 @@
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Validated hardware: Windows 11 x64 / Radeon RX 9070 XT / gfx1201. Native K and
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M transformer kernels pass standalone D3D12 + OptiScaler checks. Silent Hill 2
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K now renders real menu frames and M renders a saved gameplay level with
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GPU NaN/Inf checks. K also passes 3840x2160 output and M passes 1920x1080.
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Further performance work is in progress. This is a local
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GPU NaN/Inf checks. Both K and M pass 3840x2160 output on this machine.
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The user reports 49-51 FPS for K in the measured scene after the command-hook
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fix and locally built output-store optimization. This is a local
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development package; no NVIDIA proprietary DLL is included.
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Build the shim/diagnostics, corrected ZLUDA, K/M native objects and patched
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OptiScaler using the scripts in `scripts/windows`, then run:
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```powershell
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.\scripts\windows\package-windows-game.ps1
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.\scripts\windows\package-windows-game.ps1 -ArchivePath "$PWD\dist\windows-rdna4-game.zip"
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```
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The package pins TheRock 10.2.0a20260929 because its Windows external-memory
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mapping lifetime passes the repeated import/release test. Stable HIP 7.2 has
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a reproduced mapped-view leak; see `docs/windows-rdna4-port.md` for the source
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fix, exact dependency versions, validation and complete build commands.
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The ZIP contains only manifest-listed files, including a snapshot of committed
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d4r source. Private NVIDIA-derived objects, caches and diagnostic captures are
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excluded. Original FP8 M and the optional hardware-packing variant pass strict
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replay/network tests but do not establish a full-network speedup, so the game
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package retains its FP16-equivalent M baseline.
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Run a D3D12 game without anti-cheat using your locally supplied NVIDIA DLLs:
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