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:
ayo committed 2026-10-16 12:53:26 -04:00
1 parent 3345fffcd3
commit 247fe1092d
60 files changed
+7168 -66

No files matched your search

+13 -5
View File
@@ -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
---------
+12 -1
View File
@@ -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