Add CUDA NGX Ray Reconstruction support
Run the signed CUDA-capable denoiser through feature 13 with independent D/E presets, pre-Init discovery, per-frame guide and camera snapshots, normalized integer guide staging, paired alpha output, and recorded-resource retirement. Add the required ZLUDA/LLVM patch, behavioral configuration tests, GPU harness coverage, optional denoiser installation and packaging, and tested support limitations. Preserve upstream attribution and distinguish LLVM licensing from the ZLUDA portions of the patch.
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<!-- Modified in this fork for CUDA Ray Reconstruction support and validation (2026). -->
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# Supported games
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The following DirectX 12 games run DLSS Super Resolution through d4r on the tested Radeon RX 7700 XT Linux setup with GE-Proton 11-3. All three documented DLSS models run in each game; image-quality issues are noted in the table.
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The following DirectX 12 games run DLSS Super Resolution through d4r on the tested Radeon RX 7700 XT Linux setup with GE-Proton 11-3. All three Super Resolution models in the table run in each game; image-quality issues are noted below. Experimental Ray Reconstruction has a separate RX 9070 XT validation described under Cyberpunk 2077.
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| Game | E: DLSS 3 CNN | K: DLSS 4 | M: DLSS 4.5 |
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@@ -22,16 +23,18 @@ The following DirectX 12 games run DLSS Super Resolution through d4r on the test
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General notes:
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- Select DLSS in the game's graphics settings where it is offered. OptiScaler can also feed DLSS from a game's FSR or XeSS inputs, but those are a fallback for games that hide DLSS and can ghost or show a black screen.
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- d4r supports DLSS Super Resolution only. Keep DLSS Ray Reconstruction off in games that offer it (such as Cyberpunk 2077 and Alan Wake 2); Control requests it whenever ray tracing is on and crashes.
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- Experimental Ray Reconstruction requires a CUDA-capable 3.10.7 denoiser, matching lifetime-aware d3d12.dll/d3d12core.dll, and native FP8 WMMA for the validated gfx1201 path. Cyberpunk 2077 is verified below; RR in Alan Wake 2 and Control remains unverified, so keep it off for their documented setups.
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- Saving settings from the OptiScaler overlay ("Save INI") rewrites `OptiScaler.ini` and resets d4r's values to `auto`, including frame generation (`[FrameGen] Enabled=false`, `FGInput=nofg`, `FGOutput=nofg`) and `[Inputs] EnableDlssInputs=true`. Restore them afterwards, or keep a copy of the original file.
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Game-specific setup:
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- **The Last of Us Part I:** the game's Streamline integration crashes on boot with OptiScaler. Rename `sl.common.dll` in the game folder to `sl.common.dll.bak` and select FSR 3.1 in the game's graphics settings; OptiScaler passes it to DLSS through d4r.
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- **Control Ultimate Edition:** turn ray tracing off. With ray tracing on, the game requests DLSS Ray Reconstruction, which d4r does not support, and crashes when loading into gameplay.
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- **Control Ultimate Edition:** keep ray tracing off for the documented setup. Older builds crashed when loading gameplay with ray tracing enabled; this game's integration has not been revalidated against the new RR route.
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- **Cyberpunk 2077:** GE-Proton 11-3 loads Wine's own ICU libraries instead of the game's, and the game aborts at launch (`unimplemented function icuuc.dll.u_setMemoryFunctions_65`). Add `WINEDLLOVERRIDES="icuuc,icuin=n,b"` to the launch options (fixed in GE-Proton 11-4).
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- **Ray Reconstruction:** Cyberpunk 2077 2.31 has been verified in loaded local saves on RX 9070 XT (gfx1201), GE-Proton 11-3, at 1920×1080 and 3840×2160 Ultra Performance with path tracing and RR enabled. The actual backend is `DLSSD 310.7.0`, CUDA feature 13, preset D; observed gameplay snapshots showed about 53 FPS at 1080p and 20 FPS at 4K, not comparative benchmarks.
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- Enable `[Kernels] NativeFp8 = true` and supply the CUDA-capable 3.10.7 `nvngx_dlssd.dll` beside the shim. Update game-local d3d12.dll **and** d3d12core.dll too: local overrides shadow a patched Proton prefix. RR preset E has separate temporal/alpha harness validation, not a Cyberpunk performance result. Newer DLSS 4.5 RR preset F is not implemented or validated. Scalar FP8 temporal RR is not validated after producing nonfinite output; RTX image-quality parity remains unverified.
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- **Alan Wake 2:** with the game's own DLSS inputs, every model shows heavy ghosting. Set `AutoExposure=true` under `[InitFlags]` in `OptiScaler.ini` (or enable auto exposure in the OptiScaler overlay), or select FSR 3.1 in the game instead so OptiScaler passes FSR inputs to DLSS.
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