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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@@ -22,6 +22,16 @@ Model = K
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; true shows it.
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ShowWatermark = false
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[OptiScaler]
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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), Apply Changes.
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; Unticking it goes back to [DLSS] Model, as do presets left at DEFAULT. false always uses [DLSS] Model.
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FollowPresets = true
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; - FSR: Upscalers > Upscaler (DX12) > FSR 3.X/4. FSR 4.1 needs an RDNA3/RDNA4 GPU and GE-Proton (which provides
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; AMD's FSR 4 library); other GPUs get FSR 3.1. true lets OptiScaler and AMD's FSR see the real GPU (the game
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; still sees an NVIDIA one).
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Fsr4 = true
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[RayReconstruction]
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; Requires a CUDA-capable nvngx_dlssd.dll (tested: 310.7) beside nvngx.dll and RR enabled in game.
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; auto uses the denoiser when available; false disables the route.
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@@ -94,7 +104,9 @@ DirectOutput = auto
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; ([Latency] / [Interop] do not apply). Needs Mesa RADV with VK_KHR_cooperative_matrix and the models install.sh
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; builds in d4r\engine (k, k-ldr, m, m-ldr, l, l-ldr, rr-d, rr-e, rr-f). Games or settings it does not cover,
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; and a device that cannot run it, use the normal path; d4r_nvngx.log says why.
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; auto = on when d4r\engine holds a model, true / false = always / never.
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; auto = on when d4r\engine holds a model, except model K, which stays on the native kernels (faster than the
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; engine's Vulkan network: 2.35 vs 3.59 ms at 1440p Quality on a 7700 XT) unless Network = hip; and M and L need
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; VK_EXT_shader_float8 (RDNA4), elsewhere they stay on the normal path. true / false = always / never.
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Enabled = auto
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; Another model K folder for games with the HDR flag (a path relative to the d4r folder, or a Windows path
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; such as Z:\home\me\k)
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