release: prepare 0.1.5 with RDNA2 kernels and in-game DLSS/FSR switching

- Add native preset K kernels for gfx1030–gfx1036 using software matrix
  products, with fast and accuracy builds and RDNA2 motion kernels.
- Follow OptiScaler's DLSS and RR preset overrides, sanitize unsupported
  values and select the preset matching the feature's quality mode.
- Enable FSR 4 under NVIDIA GPU spoofing by exposing real AMD PCI IDs
  to OptiScaler and FidelityFX modules; bundle AMD's loader and upscaler.
- Keep K on native kernels in engine auto mode unless HIP is selected,
  and fall back to CUDA for M/L when shader_float8 is unavailable.
- Add native-engine K GPU timings, preset recreation harness controls
  and regression coverage; fix the input-wait test's glibc name clash.
- Update configuration, installer guidance and release documentation,
  simplify the README and move gameplay videos to docs/videos.md.

RDNA2 kernels remain untested on RDNA2 hardware; software matrix
arithmetic was validated against WMMA on RDNA3.
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ayo committed 2026-10-17 16:05:09 -04:00
1 parent 34e6b0fe71
commit 0e851b7f90
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@@ -24,7 +24,7 @@ usage() {
'1. Downloads official NVIDIA DLSS 310.7.0 (Super Resolution), DLSS Ray Reconstruction 310.9.1 and NGX from' \
' driver 596.36 (~1 GiB, once: verified copies are kept in ~/.cache/d4r/nvidia).' \
'2. Builds the native engine'"'"'s models from those DLLs into d4r/engine (once per DLL set and builder version:' \
' ~/.cache/d4r/engine-models). The engine is the faster path; d4r.ini [Engine] Enabled = auto uses it.' \
' ~/.cache/d4r/engine-models). Faster on RDNA4; d4r.ini [Engine] Enabled = auto uses it.' \
'Requires Bash, curl, sha256sum, 7zz/7z/7za, python3 with numpy, and GE-Proton 11 in Steam (or' \
'D4R_PROTON=/path/to/GE-Proton11-3). No sudo needed. NVIDIA license terms apply. D4R_CACHE_DIR moves the cache.'
}
@@ -188,12 +188,13 @@ if [[ "$DO_ENGINE" == ask ]] && ! interactive; then DO_ENGINE=1; fi
if [[ "$DO_ENGINE" == ask ]]; then
echo
echo "Set up d4r's own DLSS engine (recommended)?"
echo ' + Faster: DLSS 4 / 4.5 and Ray Reconstruction run on d4r'"'"'s Vulkan engine instead of NVIDIA'"'"'s kernels'
echo ' + Faster on RDNA4: DLSS 4 / 4.5 and Ray Reconstruction run on d4r'"'"'s Vulkan engine instead of NVIDIA'"'"'s kernels'
echo ' through CUDA emulation (for example Ray Reconstruction at 720p -> 4K in about 3.6 ms per frame).'
echo ' + Lower latency: the game shows the upscaled result of the frame it just rendered, not an older one.'
echo ' + No minute-long freeze while DLSS'"'"'s CUDA kernels compile the first time a model is used.'
echo ' - Longer setup, once: building its models takes a minute or two (it renders a test frame per model'
echo ' through GE-Proton) and needs ~300 MB of temporary space. Later installs reuse the models.'
echo ' - Slower for K and M on RDNA3; there d4r keeps those two models on its normal path.'
echo ' Without it, d4r uses its normal path; anything the engine does not cover uses that path anyway.'
if ask 'Set up the engine now?' y; then DO_ENGINE=1; else DO_ENGINE=0; fi
fi