From 6da1e79f9b68e033adacaed541c15542c93142ea Mon Sep 17 00:00:00 2001 From: xdfnx-dev Date: Sat, 3 Oct 2026 00:16:18 +0300 Subject: [PATCH] Record Cyberpunk K and M 4K gameplay validation --- README.md | 7 ++++- docs/windows-game.md | 3 +++ docs/windows-rdna4-port.md | 55 +++++++++++++++++++++++++++++++++++--- 3 files changed, 60 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index 7dbbc3c..50dd776 100644 --- a/README.md +++ b/README.md @@ -42,7 +42,12 @@ locally supplied DLSS DLL beside the shim for numeric CUDA NGX initialization, and reports a launcher exit with zero frames as inconclusive. Source fixes also serialize OptiScaler device-hook installation and forward numeric init errors. These fixes pass standalone direct/OptiScaler K and OptiScaler M on -RX 9070 XT; other GPUs and the reported Cyberpunk game still need testing. +RX 9070 XT. Cyberpunk 2077 2.31 also reaches saved 4K gameplay with K and M: +13,145 K session frames and 5,268 M frames pass GPU output checks, every +required native transformer layer executes, and no backend failures, +previous-frame outputs or CPU image copies occur. Sessions include menus and +loading; this synchronous diagnostic is not an FPS benchmark. Other GPUs, +including the reporter's RX 9060 XT / gfx1200, still require hardware testing. See [supported games](SUPPORTED_GAMES.md) for the tested games and DLSS models. diff --git a/docs/windows-game.md b/docs/windows-game.md index 6fce46f..44c5770 100644 --- a/docs/windows-game.md +++ b/docs/windows-game.md @@ -4,6 +4,9 @@ Validated hardware: Windows 11 x64 / Radeon RX 9070 XT / gfx1201. Native K and M transformer kernels pass standalone D3D12 + OptiScaler checks. Silent Hill 2 K now renders real menu frames and M renders a saved gameplay level with GPU NaN/Inf checks. Both K and M pass 3840x2160 output on this machine. +Cyberpunk 2077 2.31 also reaches saved gameplay with K and M at 3840x2160: +all required native transformer layers execute and output checks pass. +The [port notes](windows-rdna4-port.md) record session counts and limitations. Performance measurements and their controls are recorded in [windows-performance.md](windows-performance.md). This is a development package; no NVIDIA proprietary DLL is included. diff --git a/docs/windows-rdna4-port.md b/docs/windows-rdna4-port.md index f14c8de..877572f 100644 --- a/docs/windows-rdna4-port.md +++ b/docs/windows-rdna4-port.md @@ -13,7 +13,7 @@ Windows branch is unprotected. Further validated Windows changes can go there directly. K performance remains a separate open gate. This file records current results followed by the dated development history. Standalone DLSS K/M works on the real Windows GPU, including the patched OptiScaler frontend. -Silent Hill 2 now renders through the Windows backend; gameplay and output +Silent Hill 2 and Cyberpunk 2077 now render through the Windows backend; gameplay and output validation coverage are recorded below. Performance and game coverage have explicit limits; the validated package keeps conservative arithmetic. @@ -79,9 +79,56 @@ The follow-up compact release is `windows-quick-test-20261002-issue10` in the fork, with all eleven targets and a separate exact GPL corresponding-source asset. Native network arithmetic and conservative scheduling are unchanged. -These tests do not validate the reporter's gfx1200 kernels or game image. -The local Cyberpunk EXE is `D:\Games\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe`; -it is located but is not launched or modified while the user is away. +The published [issue #10 prerelease](https://github.com/xdfnx-dev/d4r/releases/tag/windows-quick-test-20261002-issue10) +contains the fixes above. GitHub reports all three assets uploaded; their +sizes and SHA256 digests match the locally checked archives. The runtime has +283 files and 187 correctly targeted native code objects; exact corresponding +GPL sources are a separate download. Package source is `52d9872`, host binaries +are from `3d62b98`, and the patched frontend is `86b21ea`. + +2026-10-03 local Cyberpunk validation, after the user's explicit authorization +to launch and enter gameplay: Cyberpunk 2077 **2.31** at +`D:\Games\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe` loads a saved Night City +street scene through OptiScaler and d4r for both K and M on RX 9070 XT. +The game's existing FSR4 Performance selection is intercepted by OptiScaler's +DLSS backend; native hit logs establish the actual K/M execution. Numeric +application ID `100152211` is preserved. Input is **1920x1080**, output is +**3840x2160**, ray tracing and frame generation are off. The fresh developer +package uses the released binaries, synchronous interop, verbose logging and +full GPU output validation, with no attached debugger or private kernels. + +| Session | Completed frames / GPU output checks | Native launches | Required native layers | +| --- | --- | --- | --- | +| K / preset 11 | 13,145 / 13,145 | 144,595 | All 11, each once per frame | +| M / preset 13 | 5,268 / 5,268 | 52,680 | All 5; enc3 runs six times per frame | + +Both sessions exit normally (`0x0`), initialize the feature successfully +(`0x00000001`) and record **zero NaN/Inf outputs, previous-frame outputs, CPU +image-copy frames or backend failures**. Counts include menu/loading frames +as well as actual gameplay; they are not gameplay-only counts. Expected +translated input/output helpers remain in K, and M retains translated +enc0/dec0/downsample/post kernels alongside its five native transformer layers. +The visible street scene and saved screenshots confirm an image is produced; +these checks do not establish visual equivalence to DLSS on a physical RTX. + +Separate 30-second stationary gameplay captures record **54.447 FPS / 94.800% +mean AMD ADLX GPU usage for K**, and **25.717 FPS / 96.267% for M**. These are +synchronous correctness diagnostics with verbose/output-check overhead, +not optimization benchmarks. The two saves/camera positions differ slightly; +do not treat this as a controlled K-versus-M performance comparison or compare +it directly with the optimized Silent Hill 2 configuration below. + +Reports, stdout/stderr, loaded DLL/driver information, screenshots and diagnostic +ZIPs are retained under `test-results/issue-10-5958769640/` in +`cyberpunk-k-sync/`, `cyberpunk-m-sync/` and their `*-capture/` directories. +`cyberpunk-validation.json` records the automated counter/native-hit acceptance +checks and `cyberpunk-restore.json` records restoration. The game is closed and +the original installation restored, including removal of the test `dxgi.dll`. +Its existing game DLSS DLL was preserved with SHA256 +`AD3E9C07EE864E9702032459A59C6825166766C2CB75BD0318D5626595693BDB`. +Existing graphics settings and progression saves were not edited by the test. +The reporter's **RX 9060 XT / gfx1200** kernels and game image still require +their own hardware retest; local gfx1201 results do not validate that card. 2026-10-02 quick-test packaging: one universal ZIP shares the identical OptiScaler/ZLUDA/HIP runtime and selects among all eleven previously compiled