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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@@ -1,12 +1,12 @@
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Modified in this fork for CUDA Ray Reconstruction support and validation (2026).
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d4r @VERSION@: NVIDIA DLSS on AMD Radeon RDNA3 and RDNA4 under Linux and Proton
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=====================================================================
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d4r @VERSION@: NVIDIA DLSS on AMD Radeon RDNA2, RDNA3 and RDNA4 under Linux and Proton
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=====================================================================================
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d4r runs NVIDIA's own DLSS Super Resolution (DLSS 4 by default), plus experimental Ray Reconstruction,
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on AMD Radeon GPUs in DirectX 12 games under Proton. OptiScaler (included) catches the game's DLSS calls
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and hands them to d4r. d4r runs NVIDIA's DLSS through ZLUDA; the heaviest Super Resolution kernels are
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replaced by kernels written for RDNA3 and RDNA4.
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replaced by kernels written for RDNA2, RDNA3 and RDNA4.
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This is an early release. Super Resolution game testing primarily uses Radeon RX 7700 XT.
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Ray Reconstruction presets D/E, temporal history, and separate alpha were validated on RX 9070 XT
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@@ -16,11 +16,15 @@ SUPPORTED_GAMES.md in the source repository lists per-game setup notes. Expect p
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What you need
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-------------
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- An AMD RDNA3 or RDNA4 GPU. This build includes native DLSS 4 and 4.5 network kernels for
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- An AMD RDNA2, RDNA3 or RDNA4 GPU. This build includes native DLSS 4 and 4.5 network kernels for
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gfx1100–gfx1103 and gfx1200–gfx1201 unless the builder selected fewer targets. Only the RX 7700 XT
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(gfx1101) has been tested on a real GPU. gfx1201 has emulator testing; gfx1200 has compile testing
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only. Neither establishes RDNA4 runtime support, performance or driver stability. Texture-kernel
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optimisations are included only for targets supplied by the builder.
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RDNA2 (RX 6000 series, Steam Deck, RDNA2 integrated GPUs; gfx1030–gfx1036) has no WMMA instructions:
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this build gives it native DLSS 4 (K) layers that do the matrix products in software, bit-identical
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to the WMMA kernels when run on RDNA3. Use K or E there; M and L run fully translated (slow). RDNA2
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itself has not been tested on a real GPU.
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- Linux with the amdgpu kernel driver (/dev/kfd). ROCm itself is not needed: the zip includes the
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ROCm 7.2.4 runtime in d4r/rocm. RocmDir in d4r/d4r.ini selects another ROCm installation instead.
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- GE-Proton 11 (tested: GE-Proton11-3), selected for the game in Steam.
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@@ -46,7 +50,8 @@ that archive's d4r/README.txt: setup runs automatically when the ASI loads.
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1. Extract everything in this zip into the folder that holds the game's main .exe. For Unreal
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Engine games that is <game>/<Project>/Binaries/Win64/, next to <Project>-Win64-Shipping.exe.
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You get dxgi.dll, OptiScaler.ini, d3d12.dll, d3d12core.dll, this file and a d4r folder.
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You get dxgi.dll, OptiScaler.ini, d3d12.dll, d3d12core.dll, AMD's amd_fidelityfx_dx12.dll and
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amd_fidelityfx_upscaler_dx12.dll (OptiScaler's FSR option), this file and a d4r folder.
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When updating, replace both d3d12 DLLs with the shim: it requires their resource-lifetime extension.
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If the folder already has a dxgi.dll or OptiScaler.ini (another OptiScaler install), move those
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out of the way first. Also remove PROTON_USE_OPTISCALER from the game's launch options if you
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@@ -122,6 +127,12 @@ Settings
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@full there, d4r uses the normal path.
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@clean Build the models with the tools in d4r's source repository (engine/README.md); until they are
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@clean there, d4r uses the normal path.
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- Switching in game, from OptiScaler's menu (Insert):
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- DLSS model: DLSS Settings > tick Render Presets Override, pick the preset (E, K, L or M) and press
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Apply Changes. Unticking it goes back to Model above. ([OptiScaler] FollowPresets = false ignores it.)
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- FSR: set Upscaler (DX12) to FSR 3.X/4. RDNA3 and RDNA4 get FSR 4.1 from GE-Proton's AMD FSR 4
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library; other GPUs get FSR 3.1. d4r lets OptiScaler and AMD's FSR see the real GPU while the game
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still sees an NVIDIA one ([OptiScaler] Fsr4 = false turns that off).
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- OptiScaler.ini: OptiScaler's settings, such as its fps overlay and the render resolution of each
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quality mode. Press Insert in game for OptiScaler's menu.
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[Libraries] NvngxPath=d4r\nvngx.dll explicitly selects d4r's shim; OptiDllPath=d4r is also
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