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