rr: add FSR Ray Regeneration, exact RDNA3 inference and motion experiments

Add an experimental FSR Ray Regeneration backend for D3D12 RR requests:
- Convert depth, motion, normals and albedos into AMD denoiser inputs.
- Split and recompose diffuse/specular signals, then run Super Sampling.
- Add stability/detail controls, demodulation guards and halo limiting.
- Handle AMD provider discovery under NVIDIA GPU spoofing.
- Add runtime probes, synthetic reference scenes and per-dispatch profiling.

Add exact gfx11 DLSS-RR inference using f16 cooperative matrices:
- Reproduce FP8 conversions, accumulation and camera reprojection arithmetic.
- Widen model weights and avoid requiring VK_EXT_shader_float8.
- Extend model building, replay tools and descriptor metadata.

Expand motion preprocessing and experimental AW2 native-motion support:
- Add tiled LDS dilation, padded allocation handling and thin-only sky fill.
- Order dilation with input waits and NGX on the selected stream.
- Add jitter-aligned native composition, hybrid routing and wire history repair.
- Add prepared masks, sparse repair and independent motion/repair controls.

Add optional fused R11G11B10 input/output conversion, sampled stage timings
and profile summarization. Extend configuration, packaging, documentation,
FidelityFX headers and CPU/GPU regression coverage.
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ayo committed 2026-10-16 04:55:25 -04:00
1 parent 17c1828f97
commit 34e6b0fe71
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@@ -32,6 +32,18 @@ Enable = auto
; ([Engine]) F runs from the model in d4r\engine\rr-f; frames the library serves instead show
; preset D when the DLL is older (d4r_nvngx.log says so).
Model = auto
; dlss: NVIDIA's DLSS Ray Reconstruction (the default). fsr: experimental AMD FSR Ray Regeneration 1.2,
; then the Super Sampling above upscales. Needs AMD's amd_fidelityfx_denoiser_dx12.dll in the d4r folder
; (or FsrDenoiser = its path). Restart the game after changing it.
Backend = dlss
FsrDenoiser = auto
; Backend = fsr tuning. FsrStabilityBias: the AMD denoiser's temporal stability bias; auto = AMD's
; default (1), which blurs reflections and fine detail; 0 measured sharper and closer to the noise-free
; truth, moving or still (D4R_FSR_RR_STABILITY_BIAS). FsrDetail: the share (0-1) of the colour that goes
; around the denoiser, keeping detail it removes as noise (hair, water ripples, foliage) at the cost of some
; grain; 0 = off (D4R_FSR_RR_DETAIL).
FsrStabilityBias = auto
FsrDetail = 0
[Latency]
; 0: every frame shows its own DLSS result, as with a native upscaler (needs the d3d12.dll that came
@@ -62,6 +74,10 @@ NativeFp8 = on
; Requires render- or display-resolution, unjittered motion vectors and same-frame linear VRAM inputs. Restart to change.
; Unsupported features keep original vectors; larger radii may affect disocclusion edges.
MotionVectorDilation = 0
; Opt-in sky-fill experiment for equal render/motion grids: borrow only from foreground
; runs <=3 pixels along either axis. Opaque dilation is unchanged. Restart to change.
; Unsupported routes retain nearest-foreground fill. (D4R_MOTION_THIN_SKY)
MotionDilationThinSky = false
; Keep inputs and output in video memory. Readiness uses adaptive CPU polling by default.
VramInterop = true
; auto: adaptive input-marker polling; N: fixed interval in microseconds (0 yields).
@@ -96,8 +112,11 @@ 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 = true measures stage timings and writes sampled timing lines.
Profile = false
; Log the first 5 frames, then every Nth frame. 1 = every frame. Restart after changing.
; FSR RR stage summaries average N completed GPU samples. Env: D4R_PROFILE_LOG_EVERY
ProfileLogEvery = 60
[Env]
; Extra environment variables for d4r, NAME = value.