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.
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@@ -2,7 +2,7 @@
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; this game only. Edit it with Notepad, save, and restart the game. Mistakes are reported in
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; d4r\d4r_nvngx.log and by d4r-check.ps1; an invalid value falls back to the default shown here.
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;
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; Engine inference and Ray Reconstruction are not yet integrated in this Windows build.
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; Native Ray Reconstruction is experimental and requires a locally generated D/E model.
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[DLSS]
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; DLSS model:
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@@ -40,8 +40,19 @@ Log = normal
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; Folder for the compiled DLSS kernels. auto = %LOCALAPPDATA%\d4r\cache. The first launch fills it
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; and can take several minutes; later launches are quick.
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CacheDir = auto
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; Optional complete private native kernel directory, generated locally from your DLLs.
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; auto uses the packaged kernels. Relative paths resolve beside this d4r.ini.
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NativeDir = auto
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[Kernels]
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; Experimental RDNA4 only. Requires a matching token-lane FP8 M bundle; startup refuses this
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; setting if d4r/native/<gfx12>/d4r-native-fp8.txt is absent. Default keeps the FP16 path.
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NativeFp8 = false
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[RayReconstruction]
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; off is the default. native uses the local Vulkan RR engine through native D3D12.
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; fsr is currently unavailable and rejects RR requests. No fallback to noisy upscaling.
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Backend = off
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; auto selects d4r/engine/rr-d. Relative paths resolve beside this d4r.ini.
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; Generate the D/E model locally; model data is not bundled in the ZIP.
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ModelDir = auto
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