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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@@ -1,3 +1,4 @@
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; Modified in this fork for CUDA Ray Reconstruction support and validation (2026).
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; d4r settings for this game. This file lives in the game's d4r folder and applies to this game only.
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; "auto" means the built-in default. Any setting can also be overridden with the environment variable
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; that config/d4r.ini.default in the source repository lists for it, e.g. in the game's launch options.
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@@ -21,6 +22,15 @@ Model = K
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; true shows it.
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ShowWatermark = false
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[RayReconstruction]
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; Requires a CUDA-capable nvngx_dlssd.dll (tested: 310.7) beside nvngx.dll and RR enabled in game.
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; auto uses the denoiser when available; false disables the route.
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; RR D/E temporal validation on gfx1201 uses [Kernels] NativeFp8 = on; scalar FP8 RR is not validated.
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Enable = auto
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; Independent denoiser presets: auto (game choice), default, D or E (transformer).
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; E requires a denoiser DLL containing that model.
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Model = auto
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[Latency]
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; 0: every frame shows its own DLSS result, as with a native upscaler (needs the d3d12.dll that came
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; with d4r next to the game).
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