engine/rr: native Ray Reconstruction stages with capture/replay and shim integration
- engine/rr: d4r's own shaders for the denoiser frame (exposure, six encoders,
five decoders, hkpn output stage) at NGX layouts, plus PTX->GLSL/HIP packing
scripts, reference implementations and weight extraction
- runtime.h/runtime_rr.inc, game_rr.{h,cpp}: GameDenoiser wired into the engine
build (d4r-rr replay binary) and the D3D12 shim's feature-13 path
- shim: answer GetFeatureRequirements from d4r's own state only (the old
cross-binary CUDA handoff crashed OptiScaler's scan); drop the core's
CUDA GetFeatureRequirements import
- shim/harness: exact guide capture/replay of a frame's RR inputs
- kernels/rr: expanded enc0/engine prototypes; kernels/tools: ptxsim rewrite
plus rrsim and an engine test; vulkan: ptx2glsl FP8/cooperative-matrix
support, kvk inout buffers and KVK_DISABLE_OPTIMIZATION
- bridge: report the surface array in cuSurfObjectCreate traces
- packaging: RR settings and the ICU launch overrides in D4R_README
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@@ -85,6 +85,12 @@ Settings
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- On RDNA4, [Kernels] NativeFp8 is on by default. It selects native FP8 WMMA and the matching
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gfx12-fp8 kernel folder; set it to false to use f16 widening. The FP8 path has not been tested
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on a real RDNA4 GPU.
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@full - Ray Reconstruction: this zip includes NVIDIA's CUDA-capable denoiser (d4r/nvngx_dlssd.dll
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@full 310.7.0). [RayReconstruction] Enable defaults to auto: when the game turns Ray
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@full Reconstruction on, d4r runs it through the denoiser. Model = D or E selects a denoiser
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@full preset explicitly; auto follows the game. RR presets D/E are validated on RX 9070 XT
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@full (gfx1201) with [Kernels] NativeFp8 = on, the packaged default on RDNA4. Keep NativeFp8 on:
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@full the scalar FP8 RR path is not validated.
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- If L/M shows extra trails in motion, try [Kernels] NativeSwinEncoders = false with
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PreferAccuracy = true. This uses original translated enc1/enc2 layers while retaining other
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native acceleration. It reduced trails in a captured Townfall sequence on RX 7700 XT and costs
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@@ -135,6 +141,22 @@ Why the launch options
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weights that match the kernels d4r runs.
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Ray Reconstruction launch options
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---------------------------------
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On the tested GE-Proton11-3 setup, Wine's builtin ICU libraries abort inside the denoiser
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(u_setMemoryFunctions_65). With Ray Reconstruction (for example Cyberpunk 2077 2.31 with path
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tracing and RR preset D or E), use launch options that prefer the game's native ICU DLLs and the
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game-local d3d12.dll/d3d12core.dll over Wine's copies:
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PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100 WINEDLLOVERRIDES='icuuc=n,b;icuin=n,b;icudt=n,b;d3d12=n,b;d3d12core=n,b' %command%
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Merge that WINEDLLOVERRIDES value with any overrides another mod needs instead of replacing it.
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Without Ray Reconstruction, the base launch options above are enough. In the game, select DLSS,
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then Ray Reconstruction; d4r/d4r.ini ships [RayReconstruction] Enable = auto and
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[Kernels] NativeFp8 = on for RDNA4. Keep the patched d3d12.dll/d3d12core.dll current, including
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game-local copies.
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If something goes wrong
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-----------------------
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- d4r's log is d4r/d4r_nvngx.log. It is rewritten at every launch. Lines starting with "d4r:" and
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@@ -147,8 +169,9 @@ If something goes wrong
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can be expected with the shim under d4r/; do not move it into the game root to silence that check.
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- A wrong image: try Model = E in d4r/d4r.ini, and report the problem with both logs.
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- Do not use d4r in games with anti-cheat. OptiScaler's DLL injection can get an account banned.
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- Ray Reconstruction requires the CUDA-capable 3.10.7 nvngx_dlssd.dll beside the shim and the matching
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patched d3d12.dll/d3d12core.dll. Enable [Kernels] NativeFp8; the scalar FP8 RR path is not validated.
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- Ray Reconstruction needs the CUDA-capable 3.10.7 nvngx_dlssd.dll beside the shim, the matching
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patched d3d12.dll/d3d12core.dll, and the ICU launch overrides from the Ray Reconstruction section
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above. Enable [Kernels] NativeFp8; the scalar FP8 RR path is not validated.
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- Not supported: DLSS Frame Generation and DirectX 11.
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- Development builds expose an experimental native Vulkan NGX path using CPU staging.
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Youngblood is the first intended game test; gameplay remains unverified. See the
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