Advance native Windows RR integration, kernel tooling and local packaging
Implement native NGX feature-13 RR through a LUID-matched D3D12/Vulkan shared-memory and timeline-fence bridge. Add owned parameter snapshots, GPU resource lifetime handling, inherited/enhanced barriers, optional guides, sampled input formats and depth-plane support with stencil preservation. Separate RR initialization from the SR CUDA runtime and expose explicit backend/model selection through player configuration. Add synthetic bridge, snapshot and NGX lifecycle harnesses covering camera/history/reset, parameter mutation, delayed submission, early release, capability gating and unsupported-input rejection. Add exact gfx11 D/E model generation, verified caches, versioned local deployment with configuration backups, and isolated portable model tools with pinned Python, NumPy and glslang dependencies. Extend Windows K benchmarking and private native-cache selection. Fix LLVM 22 emitter/helper compatibility and preserve exact-output validation for local output-kernel optimization. Add native FSR RR provider diagnostics, local development package refresh tooling, installer/checker updates, FidelityFX headers and Windows parity documentation. Keep NVIDIA binaries, derived models and private optimized kernels out of distributable packages. Native RR evidence remains synthetic; game validation, FSR RR dispatch, installer integration and Linux performance parity remain incomplete.
This commit is contained in:
1 parent
3345fffcd3
commit
247fe1092d
60 files changed
+7168
-66
No files matched your search
@@ -4,9 +4,10 @@ d4r for Windows: NVIDIA DLSS on AMD Radeon RDNA3 and RDNA4
|
||||
d4r runs NVIDIA's own DLSS (DLSS 4 by default) on a Radeon GPU in DirectX 12 games. OptiScaler
|
||||
(included) catches the game's upscaler calls and hands them to d4r.
|
||||
|
||||
This is an early release. Only the Radeon RX 9070 XT has been tested on real hardware; every other
|
||||
GPU in this release is compile-tested. SUPPORTED_GAMES.md in the source repository lists the
|
||||
tested games. Expect problems.
|
||||
This is an early release. RX 7700 XT has passed native Windows synthetic checks and limited
|
||||
game-frame tests. RX 9070 XT also has recorded hardware tests; other targets are compile-tested.
|
||||
These checks do not establish broad game support or Linux performance parity.
|
||||
SUPPORTED_GAMES.md in the source repository lists the tested games. Expect problems.
|
||||
|
||||
What you need
|
||||
-------------
|
||||
@@ -28,7 +29,8 @@ Install
|
||||
2. Run install.bat and accept the download prompt. Existing d4r DLLs are backed up outside the game
|
||||
folder with their original paths and SHA256 hashes. Verified downloads are cached in
|
||||
%LOCALAPPDATA%\d4r\cache.
|
||||
The Ray Reconstruction DLL is local preparation only; this Windows game backend does not run RR yet.
|
||||
The Ray Reconstruction DLL alone does not enable RR. Experimental native RR requires a locally
|
||||
generated D/E model and explicit d4r.ini selection; game compatibility remains unverified.
|
||||
3. Optional: check the install. In the game folder, open PowerShell and run
|
||||
powershell -ExecutionPolicy Bypass -File d4r\d4r-check.ps1
|
||||
4. Start the game from Steam, Epic or a shortcut as usual. In its graphics settings choose DLSS
|
||||
@@ -44,6 +46,10 @@ Edit d4r\d4r.ini (it is commented) and restart the game. Each game has its own c
|
||||
- Model: E (preset 5), K (11, DLSS 4), L (12) or M (13, DLSS 4.5). E and L set NGX hints only; the standalone engine and L texture kernels are not integrated. Select quality mode in the game.
|
||||
- Kernels/NativeFp8: experimental RDNA4 setting. Requires a matching gfx12 native-FP8 M bundle; keep false with the standard FP16 release. Token-lane and hardware-pack builds remain unvalidated on GPU.
|
||||
- AsyncInterop, ValidateOutput, Log: for testing and bug reports; the defaults are the tested setting.
|
||||
- RayReconstruction/Backend: off by default. native selects experimental native D3D12/Vulkan RR;
|
||||
ModelDir selects your locally generated D/E model (auto: d4r\engine\rr-d). Relative paths resolve
|
||||
beside d4r.ini. No model is bundled or automatically generated by install.bat yet.
|
||||
fsr currently rejects RR requests because native Windows FSR RR execution is unavailable.
|
||||
OptiScaler's own settings (overlay, render ratios) are in OptiScaler.ini.
|
||||
|
||||
If something goes wrong
|
||||
@@ -53,7 +59,9 @@ If something goes wrong
|
||||
- DLSS missing in the menu and no d4r_nvngx.log: the files are not next to the game's main .exe.
|
||||
- For a bug report run d4r\d4r-check.ps1 -Report and send the ZIP it puts on your Desktop,
|
||||
with your GPU, the game, the model and what the image looked like. Logs can contain folder names.
|
||||
- Not supported: frame generation, standalone inference engine, DLSS Ray Reconstruction, DirectX 11, Vulkan. E/L preset hints do not establish full Windows feature parity.
|
||||
- Not supported: frame generation, standalone inference engine selection in the game, DirectX 11,
|
||||
Vulkan game integration, or FSR RR. Native DLSS RR has synthetic feature-13 validation only;
|
||||
it does not establish game compatibility or NVIDIA reference quality. E/L hints do not establish full parity.
|
||||
|
||||
Uninstall
|
||||
---------
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
; this game only. Edit it with Notepad, save, and restart the game. Mistakes are reported in
|
||||
; d4r\d4r_nvngx.log and by d4r-check.ps1; an invalid value falls back to the default shown here.
|
||||
;
|
||||
; Engine inference and Ray Reconstruction are not yet integrated in this Windows build.
|
||||
; Native Ray Reconstruction is experimental and requires a locally generated D/E model.
|
||||
|
||||
[DLSS]
|
||||
; DLSS model:
|
||||
@@ -40,8 +40,19 @@ Log = normal
|
||||
; Folder for the compiled DLSS kernels. auto = %LOCALAPPDATA%\d4r\cache. The first launch fills it
|
||||
; and can take several minutes; later launches are quick.
|
||||
CacheDir = auto
|
||||
; Optional complete private native kernel directory, generated locally from your DLLs.
|
||||
; auto uses the packaged kernels. Relative paths resolve beside this d4r.ini.
|
||||
NativeDir = auto
|
||||
|
||||
[Kernels]
|
||||
; Experimental RDNA4 only. Requires a matching token-lane FP8 M bundle; startup refuses this
|
||||
; setting if d4r/native/<gfx12>/d4r-native-fp8.txt is absent. Default keeps the FP16 path.
|
||||
NativeFp8 = false
|
||||
|
||||
[RayReconstruction]
|
||||
; off is the default. native uses the local Vulkan RR engine through native D3D12.
|
||||
; fsr is currently unavailable and rejects RR requests. No fallback to noisy upscaling.
|
||||
Backend = off
|
||||
; auto selects d4r/engine/rr-d. Relative paths resolve beside this d4r.ini.
|
||||
; Generate the D/E model locally; model data is not bundled in the ZIP.
|
||||
ModelDir = auto
|
||||
Reference in new issue
Block a user