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.
This commit is contained in:
ayo committed 2026-10-17 16:05:09 -04:00
1 parent 34e6b0fe71
commit 0e851b7f90
24 files changed
+703 -174

No files matched your search

+13 -1
View File
@@ -22,6 +22,16 @@ Model = K
; true shows it.
ShowWatermark = false
[OptiScaler]
; Switching in game from OptiScaler's menu (Insert):
; - DLSS model: DLSS Settings > tick Render Presets Override, pick the preset (E, K, L or M), Apply Changes.
; Unticking it goes back to [DLSS] Model, as do presets left at DEFAULT. false always uses [DLSS] Model.
FollowPresets = true
; - FSR: Upscalers > Upscaler (DX12) > FSR 3.X/4. FSR 4.1 needs an RDNA3/RDNA4 GPU and GE-Proton (which provides
; AMD's FSR 4 library); other GPUs get FSR 3.1. true lets OptiScaler and AMD's FSR see the real GPU (the game
; still sees an NVIDIA one).
Fsr4 = true
[RayReconstruction]
; Requires a CUDA-capable nvngx_dlssd.dll (tested: 310.7) beside nvngx.dll and RR enabled in game.
; auto uses the denoiser when available; false disables the route.
@@ -94,7 +104,9 @@ DirectOutput = auto
; ([Latency] / [Interop] do not apply). Needs Mesa RADV with VK_KHR_cooperative_matrix and the models install.sh
; 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,
; and a device that cannot run it, use the normal path; d4r_nvngx.log says why.
; auto = on when d4r\engine holds a model, true / false = always / never.
; auto = on when d4r\engine holds a model, except model K, which stays on the native kernels (faster than the
; 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
; VK_EXT_shader_float8 (RDNA4), elsewhere they stay on the normal path. true / false = always / never.
Enabled = auto
; Another model K folder for games with the HDR flag (a path relative to the d4r folder, or a Windows path
; such as Z:\home\me\k)