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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woutermans committed 2026-10-12 12:47:53 +02:00
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Modified in this fork for CUDA Ray Reconstruction support and validation (2026).
d4r @VERSION@: NVIDIA DLSS on AMD Radeon RDNA3 and RDNA4 under Linux and Proton
=====================================================================
d4r runs NVIDIA's own DLSS Super Resolution (DLSS 4 by default) on AMD Radeon RDNA3 and RDNA4 GPUs in
DirectX 12 games under Proton. OptiScaler (included) catches the game's DLSS calls and hands them to
d4r. d4r then runs NVIDIA's DLSS on the Radeon through ZLUDA, with the heaviest parts replaced by
kernels written for RDNA3 and RDNA4.
d4r runs NVIDIA's own DLSS Super Resolution (DLSS 4 by default), plus experimental Ray Reconstruction,
on AMD Radeon GPUs in DirectX 12 games under Proton. OptiScaler (included) catches the game's DLSS calls
and hands them to d4r. d4r runs NVIDIA's DLSS through ZLUDA; the heaviest Super Resolution kernels are
replaced by kernels written for RDNA3 and RDNA4.
This is an early release, tested on one GPU (Radeon RX 7700 XT) in about a dozen DirectX 12 games.
SUPPORTED_GAMES.md in the source repository lists them, with per-game setup notes. Expect problems
in other games.
This is an early release. Super Resolution game testing primarily uses Radeon RX 7700 XT.
Ray Reconstruction presets D/E, temporal history, and separate alpha were validated on RX 9070 XT
(gfx1201) with native FP8 WMMA enabled. Other RR GPU targets and RTX image-quality parity are unverified.
SUPPORTED_GAMES.md in the source repository lists per-game setup notes. Expect problems in other games.
What you need
@@ -144,7 +147,9 @@ If something goes wrong
can be expected with the shim under d4r/; do not move it into the game root to silence that check.
- A wrong image: try Model = E in d4r/d4r.ini, and report the problem with both logs.
- Do not use d4r in games with anti-cheat. OptiScaler's DLL injection can get an account banned.
- Not supported: DLSS Frame Generation, DLSS Ray Reconstruction and DirectX 11.
- Ray Reconstruction requires the CUDA-capable 3.10.7 nvngx_dlssd.dll beside the shim and the matching
patched d3d12.dll/d3d12core.dll. Enable [Kernels] NativeFp8; the scalar FP8 RR path is not validated.
- Not supported: DLSS Frame Generation and DirectX 11.
- Development builds expose an experimental native Vulkan NGX path using CPU staging.
Youngblood is the first intended game test; gameplay remains unverified. See the
project documentation (docs/vulkan.md) for its separate Vulkan setup and limits.