Validate native Windows DLSS output on GPU and record actual M gameplay
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@@ -1,8 +1,10 @@
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# Native Windows RDNA4 game development package
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Validated hardware: Windows 11 x64 / Radeon RX 9070 XT / gfx1201. Native K and
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M transformer kernels pass standalone D3D12 + OptiScaler checks. Actual game
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compatibility and performance are still being validated. This is a local
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M transformer kernels pass standalone D3D12 + OptiScaler checks. Silent Hill 2
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K now renders real menu frames and M renders a saved gameplay level with
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GPU NaN/Inf checks. Resolution coverage and performance are still being
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validated. This is a local
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development package; no NVIDIA proprietary DLL is included.
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Build the shim/diagnostics, corrected ZLUDA, K/M native objects and patched
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@@ -39,6 +41,11 @@ original bytes after the test. It does not change progression saves. First-use
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PTX compilation can be slow; `-CacheDirectory <existing-ZLUDA-cache>` reuses
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modules with matching GPU, codegen switches and ZLUDA binary fingerprint.
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Add `-ValidateOutput` to scan the entire RGBA16F DLSS output for NaN/Inf on
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the GPU before returning it to D3D12. Only two diagnostic counters (8 bytes)
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are read by the CPU; image data remains in VRAM. Validation failures are
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reported explicitly. Disable this diagnostic when measuring production speed.
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Original files are backed up before replacement. Restore with:
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```powershell
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