Validate native Windows DLSS output on GPU and record actual M gameplay

This commit is contained in:
Codex committed 2026-10-01 17:54:24 +03:00
1 parent 5d33bddcd0
commit 74395b6aef
9 files changed
+119 -13

No files matched your search

+6 -2
View File
@@ -17,8 +17,12 @@ output match the FP16 baseline exactly after resource-format quantisation.
The build incorporates upstream RDNA4 commit `dbef4b2`. Patched OptiScaler now
passes standalone K/M native-network tests with exact RGB agreement against
the direct-d4r baseline; see [the source patch](patches/optiscaler/README.md).
Game integration and performance profiling remain in progress; no game support is
claimed yet. See [build instructions and hardware results](docs/windows-rdna4-port.md).
Silent Hill 2 now renders K through the native Windows backend; M also renders
a saved gameplay level with GPU output NaN/Inf checks. Startup depth/stencil
and swap-chain lifetime issues found in the game have regression checks.
Performance and wider resolution coverage remain in progress. See
[the reversible game package](docs/windows-game.md) and
[build instructions and hardware results](docs/windows-rdna4-port.md).
See [supported games](SUPPORTED_GAMES.md) for the tested games and DLSS models.