Record Cyberpunk K and M 4K gameplay validation

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xdfnx-dev committed 2026-10-03 00:16:18 +03:00
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@@ -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.
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@@ -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.
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@@ -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