d4r: official NVIDIA DLSS on AMD GPUs under Linux and Proton

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ayo committed 2026-09-27 15:26:56 -04:00
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; d4r settings for this game. This file lives in the game's d4r folder and applies to this game only.
; "auto" means the built-in default. Any setting can also be overridden with the environment variable
; that config/d4r.ini.default in the source repository lists for it, e.g. in the game's launch options.
[DLSS]
; Which DLSS network runs:
; K DLSS 4 transformer (default)
; E DLSS 3 CNN: a little faster, softer image
; M DLSS 4.5 transformer: best image, much slower on RDNA3
; game whatever the game (or OptiScaler's preset override) asks for
; Frame rates measured on an RX 7700 XT at 2560x1440, Quality mode: see D4R_README.txt.
Model = K
; NVIDIA's library marks the image "DLSS SDK - DO NOT DISTRIBUTE" in this setup; d4r turns that off.
; true shows it.
ShowWatermark = false
[Latency]
; 0: every frame shows its own DLSS result, as with a native upscaler (needs the d3d12.dll that came
; with d4r next to the game).
; 1-3: allow results up to that many frames old. Slightly more fps, more input latency.
FrameAge = 0
[Kernels]
; Hand-written RDNA3 kernels for the DLSS 4 and 4.5 networks (d4r\kernels). Each one is used only
; when your DLSS library's code for that kernel matches the code it was written for; otherwise that
; kernel is compiled from NVIDIA's code instead, which is slower but still correct.
NativeKernels = on
[Interop]
; These keep DLSS's inputs and output in video memory and move the waits between the game and DLSS
; onto the GPU. Leave them on unless you are chasing a problem.
VramInterop = true
GpuWait = true
LinearInputs = true
ElideNgxSync = true
; Lets DLSS's last kernel write straight into the game's output buffer (DLSS 4 / K only). It takes
; effect only while d4r's own output kernel runs, which it does when the DLSS library matches.
DirectOutput = auto
[Paths]
; Linux paths.
; ROCm installation (default /opt/rocm)
RocmDir = auto
; Cache for the compiled DLSS kernels (default ~/.cache/d4r). The first launch fills it.
CacheDir = auto
[Debug]
; d4r's log is d4r\d4r_nvngx.log, rewritten at every launch.
; Profile = true adds one line of timings per frame.
Profile = false
[Env]
; Extra environment variables for d4r, NAME = value.