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

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Codex committed 2026-10-01 17:54:24 +03:00
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# Native Windows RDNA4 game development package
Validated hardware: Windows 11 x64 / Radeon RX 9070 XT / gfx1201. Native K and
M transformer kernels pass standalone D3D12 + OptiScaler checks. Actual game
compatibility and performance are still being validated. This is a local
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. Resolution coverage and performance are still being
validated. This is a local
development package; no NVIDIA proprietary DLL is included.
Build the shim/diagnostics, corrected ZLUDA, K/M native objects and patched
@@ -39,6 +41,11 @@ original bytes after the test. It does not change progression saves. First-use
PTX compilation can be slow; `-CacheDirectory <existing-ZLUDA-cache>` reuses
modules with matching GPU, codegen switches and ZLUDA binary fingerprint.
Add `-ValidateOutput` to scan the entire RGBA16F DLSS output for NaN/Inf on
the GPU before returning it to D3D12. Only two diagnostic counters (8 bytes)
are read by the CPU; image data remains in VRAM. Validation failures are
reported explicitly. Disable this diagnostic when measuring production speed.
Original files are backed up before replacement. Restore with:
```powershell