Record Cyberpunk K and M 4K gameplay validation
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@@ -42,7 +42,12 @@ locally supplied DLSS DLL beside the shim for numeric CUDA NGX initialization,
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and reports a launcher exit with zero frames as inconclusive. Source fixes
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also serialize OptiScaler device-hook installation and forward numeric init
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errors. These fixes pass standalone direct/OptiScaler K and OptiScaler M on
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RX 9070 XT; other GPUs and the reported Cyberpunk game still need testing.
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RX 9070 XT. Cyberpunk 2077 2.31 also reaches saved 4K gameplay with K and M:
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13,145 K session frames and 5,268 M frames pass GPU output checks, every
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required native transformer layer executes, and no backend failures,
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previous-frame outputs or CPU image copies occur. Sessions include menus and
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loading; this synchronous diagnostic is not an FPS benchmark. Other GPUs,
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including the reporter's RX 9060 XT / gfx1200, still require hardware testing.
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See [supported games](SUPPORTED_GAMES.md) for the tested games and DLSS models.
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@@ -4,6 +4,9 @@ Validated hardware: Windows 11 x64 / Radeon RX 9070 XT / gfx1201. Native K and
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M transformer kernels pass standalone D3D12 + OptiScaler checks. Silent Hill 2
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K now renders real menu frames and M renders a saved gameplay level with
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GPU NaN/Inf checks. Both K and M pass 3840x2160 output on this machine.
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Cyberpunk 2077 2.31 also reaches saved gameplay with K and M at 3840x2160:
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all required native transformer layers execute and output checks pass.
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The [port notes](windows-rdna4-port.md) record session counts and limitations.
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Performance measurements and their controls are recorded in
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[windows-performance.md](windows-performance.md). This is a
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development package; no NVIDIA proprietary DLL is included.
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@@ -13,7 +13,7 @@ Windows branch is unprotected. Further validated Windows changes can go there
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directly. K performance remains a separate open gate.
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This file records current results followed by the dated development history. Standalone DLSS K/M
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works on the real Windows GPU, including the patched OptiScaler frontend.
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Silent Hill 2 now renders through the Windows backend; gameplay and output
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Silent Hill 2 and Cyberpunk 2077 now render through the Windows backend; gameplay and output
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validation coverage are recorded below. Performance and game coverage have
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explicit limits; the validated package keeps conservative arithmetic.
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@@ -79,9 +79,56 @@ The follow-up compact release is `windows-quick-test-20261002-issue10` in the
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fork, with all eleven targets and a separate exact GPL corresponding-source
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asset. Native network arithmetic and conservative scheduling are unchanged.
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These tests do not validate the reporter's gfx1200 kernels or game image.
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The local Cyberpunk EXE is `D:\Games\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe`;
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it is located but is not launched or modified while the user is away.
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The published [issue #10 prerelease](https://github.com/xdfnx-dev/d4r/releases/tag/windows-quick-test-20261002-issue10)
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contains the fixes above. GitHub reports all three assets uploaded; their
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sizes and SHA256 digests match the locally checked archives. The runtime has
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283 files and 187 correctly targeted native code objects; exact corresponding
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GPL sources are a separate download. Package source is `52d9872`, host binaries
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are from `3d62b98`, and the patched frontend is `86b21ea`.
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2026-10-03 local Cyberpunk validation, after the user's explicit authorization
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to launch and enter gameplay: Cyberpunk 2077 **2.31** at
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`D:\Games\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe` loads a saved Night City
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street scene through OptiScaler and d4r for both K and M on RX 9070 XT.
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The game's existing FSR4 Performance selection is intercepted by OptiScaler's
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DLSS backend; native hit logs establish the actual K/M execution. Numeric
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application ID `100152211` is preserved. Input is **1920x1080**, output is
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**3840x2160**, ray tracing and frame generation are off. The fresh developer
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package uses the released binaries, synchronous interop, verbose logging and
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full GPU output validation, with no attached debugger or private kernels.
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| Session | Completed frames / GPU output checks | Native launches | Required native layers |
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| --- | --- | --- | --- |
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| K / preset 11 | 13,145 / 13,145 | 144,595 | All 11, each once per frame |
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| M / preset 13 | 5,268 / 5,268 | 52,680 | All 5; enc3 runs six times per frame |
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Both sessions exit normally (`0x0`), initialize the feature successfully
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(`0x00000001`) and record **zero NaN/Inf outputs, previous-frame outputs, CPU
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image-copy frames or backend failures**. Counts include menu/loading frames
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as well as actual gameplay; they are not gameplay-only counts. Expected
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translated input/output helpers remain in K, and M retains translated
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enc0/dec0/downsample/post kernels alongside its five native transformer layers.
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The visible street scene and saved screenshots confirm an image is produced;
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these checks do not establish visual equivalence to DLSS on a physical RTX.
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Separate 30-second stationary gameplay captures record **54.447 FPS / 94.800%
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mean AMD ADLX GPU usage for K**, and **25.717 FPS / 96.267% for M**. These are
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synchronous correctness diagnostics with verbose/output-check overhead,
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not optimization benchmarks. The two saves/camera positions differ slightly;
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do not treat this as a controlled K-versus-M performance comparison or compare
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it directly with the optimized Silent Hill 2 configuration below.
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Reports, stdout/stderr, loaded DLL/driver information, screenshots and diagnostic
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ZIPs are retained under `test-results/issue-10-5958769640/` in
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`cyberpunk-k-sync/`, `cyberpunk-m-sync/` and their `*-capture/` directories.
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`cyberpunk-validation.json` records the automated counter/native-hit acceptance
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checks and `cyberpunk-restore.json` records restoration. The game is closed and
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the original installation restored, including removal of the test `dxgi.dll`.
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Its existing game DLSS DLL was preserved with SHA256
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`AD3E9C07EE864E9702032459A59C6825166766C2CB75BD0318D5626595693BDB`.
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Existing graphics settings and progression saves were not edited by the test.
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The reporter's **RX 9060 XT / gfx1200** kernels and game image still require
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their own hardware retest; local gfx1201 results do not validate that card.
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2026-10-02 quick-test packaging: one universal ZIP shares the identical
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OptiScaler/ZLUDA/HIP runtime and selects among all eleven previously compiled
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