release: install.sh asks what to install, caches the NVIDIA DLLs and the engine models, and [Engine] defaults to auto
Verified copies go to ~/.cache/d4r: the next game's install copies them instead of downloading or building again. Enabled = auto (the new default) turns the engine on when d4r/engine holds a model; the shim probes the nine model folders. build-engine-models.sh gains --exact (NVIDIA's roundings) and --find-proton.
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@@ -1,6 +1,7 @@
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#!/usr/bin/env bash
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# NVIDIA installer: beside the proxy release's d4r/ or inside the ASI's d4r/.
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# Installs NVIDIA's DLLs and then builds the native engine's models from them on this machine.
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# Installs NVIDIA's DLLs and then builds the native engine's models from them on this machine. Both are kept in
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# ~/.cache/d4r, so the next game's install copies them instead of downloading or building again.
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set -euo pipefail
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DLSS_URL=https://raw.githubusercontent.com/NVIDIA/DLSS/a291cc7d2cc642a51566f3dfd5376f635cd1b284/lib/Windows_x86_64/rel/nvngx_dlss.dll
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DLSS_SHA256=be6e434a94ca32499515eb62ca0e6c274526055d568d0426e4c652dcdfb6ee6e
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@@ -12,23 +13,29 @@ NGX_SHA256=0e3423b3b7afa1019c7ecac053a8408df8e5d9d9d904434705c6aaeacec02fef
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fail() { printf 'install.sh: %s\n' "$*" >&2; exit 1; }
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usage() {
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printf '%s\n' 'Usage: bash install.sh [--no-engine | --engine-only] [--rebuild-engine] [extracted-release-directory]' \
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'Default: the directory containing this script, regardless of your working directory.' \
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printf '%s\n' 'Usage: bash install.sh [options] [extracted-release-directory]' \
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'Default directory: the one containing this script, regardless of your working directory.' \
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'Run it from a terminal and it asks what to do. The options answer those questions in advance:' \
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' --yes accept every default (also the behaviour without a terminal)' \
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' --no-engine only the NVIDIA DLLs, no engine models' \
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' --engine-only only the engine models (the DLLs are already installed)' \
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' --exact engine models with NVIDIA'"'"'s exact roundings (slower) instead of the fastest builds' \
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' --rebuild-engine build the models again even when a cached build fits' \
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'1. Downloads official NVIDIA DLSS 310.7.0 (Super Resolution), DLSS Ray Reconstruction 310.9.1 and NGX from' \
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' driver 596.36 (~1 GiB in all). Existing matching DLLs are kept; differing DLLs are backed up.' \
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'2. Builds the native engine'"'"'s models ([Engine] in d4r/d4r.ini) from those DLLs into d4r/engine:' \
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' Ray Reconstruction D, E and F from nvngx_dlssd.dll; Super Resolution K, M and L (and their LDR variants)' \
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' by rendering one test frame per model through d4r under GE-Proton (about a minute each).' \
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' --no-engine skips this, --engine-only does only this, --rebuild-engine rebuilds models already built.' \
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' driver 596.36 (~1 GiB, once: verified copies are kept in ~/.cache/d4r/nvidia).' \
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'2. Builds the native engine'"'"'s models from those DLLs into d4r/engine (once per DLL set and builder version:' \
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' ~/.cache/d4r/engine-models). The engine is the faster path; d4r.ini [Engine] Enabled = auto uses it.' \
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'Requires Bash, curl, sha256sum, 7zz/7z/7za, python3 with numpy, and GE-Proton 11 in Steam (or' \
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'D4R_PROTON=/path/to/GE-Proton11-3). No sudo needed. NVIDIA license terms apply.'
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'D4R_PROTON=/path/to/GE-Proton11-3). No sudo needed. NVIDIA license terms apply. D4R_CACHE_DIR moves the cache.'
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}
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DO_DLLS=1 DO_ENGINE=1 REBUILD=0
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DO_DLLS=1 DO_ENGINE=ask EXACT=ask REBUILD=0 YES=0
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while [[ $# -gt 0 ]]; do
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case "$1" in
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-h|--help) usage; exit 0 ;;
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-y|--yes) YES=1; shift ;;
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--no-engine) DO_ENGINE=0; shift ;;
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--engine-only) DO_DLLS=0; shift ;;
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--engine-only) DO_DLLS=0; DO_ENGINE=1; shift ;;
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--exact) EXACT=1; shift ;;
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--rebuild-engine) REBUILD=1; shift ;;
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-*) usage >&2; exit 2 ;;
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*) break ;;
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@@ -41,49 +48,21 @@ RUNTIME="$ROOT/d4r"
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[[ -f "$RUNTIME/nvngx.dll" && -f "$RUNTIME/d4r.ini" ]] || fail "Extract the release ZIP first; no d4r runtime found in $ROOT"
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command -v sha256sum >/dev/null || fail 'Missing sha256sum (install coreutils).'
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valid() { [[ -f "$1" ]] && [[ $(sha256sum -- "$1" | cut -d' ' -f1) == "$2" ]]; }
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CACHE="${D4R_CACHE_DIR:-${XDG_CACHE_HOME:-$HOME/.cache}/d4r}"
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install_dlls() {
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local need_dlss=1 need_dlssd=1 need_ngx=1 tool
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valid "$RUNTIME/nvngx_dlss.dll" "$DLSS_SHA256" && need_dlss=0
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valid "$RUNTIME/nvngx_dlssd.dll" "$DLSSD_SHA256" && need_dlssd=0
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valid "$RUNTIME/ngx/_nvngx.dll" "$NGX_SHA256" && need_ngx=0
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if (( need_dlss == 0 && need_dlssd == 0 && need_ngx == 0 )); then
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echo 'NVIDIA DLLs are already installed and verified.'
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return
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fi
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command -v curl >/dev/null || fail 'Missing curl. Install it and run this script again.'
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SEVENZIP=''
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if (( need_ngx )); then
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for tool in 7zz 7z 7za; do
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if command -v "$tool" >/dev/null; then SEVENZIP=$tool; break; fi
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done
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[[ -n "$SEVENZIP" ]] || fail 'Missing 7-Zip. Install 7zip (or p7zip) and run this script again.'
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fi
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echo 'Downloading NVIDIA files under NVIDIA license terms:'
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echo 'DLSS: https://github.com/NVIDIA/DLSS/blob/v310.9.1/LICENSE.txt'
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echo 'Driver: https://www.nvidia.com/en-us/drivers/nvidia-license/'
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if (( need_dlss )); then
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echo 'Downloading DLSS 310.7.0...'
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download "$DLSS_URL" "$TMP/nvngx_dlss.dll"
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verify "$TMP/nvngx_dlss.dll" "$DLSS_SHA256"
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fi
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if (( need_dlssd )); then
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echo 'Downloading DLSS Ray Reconstruction 310.9.1...'
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download "$DLSSD_URL" "$TMP/nvngx_dlssd.dll"
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verify "$TMP/nvngx_dlssd.dll" "$DLSSD_SHA256"
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fi
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if (( need_ngx )); then
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echo 'Downloading NVIDIA driver 596.36 (~915 MiB); extracting NGX without running the installer...'
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download "$DRIVER_URL" "$TMP/driver.exe"
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verify "$TMP/driver.exe" "$DRIVER_SHA256"
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"$SEVENZIP" e -y -bso0 -bsp0 "-o$TMP/ngx" "$TMP/driver.exe" 'Display.Driver/_nvngx.dll' || fail 'Could not extract NGX; no DLLs installed.'
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verify "$TMP/ngx/_nvngx.dll" "$NGX_SHA256"
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fi
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# Verify all downloads before modifying any destination.
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(( need_dlss == 0 )) || place "$TMP/nvngx_dlss.dll" "$RUNTIME/nvngx_dlss.dll"
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(( need_dlssd == 0 )) || place "$TMP/nvngx_dlssd.dll" "$RUNTIME/nvngx_dlssd.dll"
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(( need_ngx == 0 )) || place "$TMP/ngx/_nvngx.dll" "$RUNTIME/ngx/_nvngx.dll"
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echo 'NVIDIA DLLs installed and verified.'
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# Questions only on a terminal; otherwise (or with --yes) every default applies.
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interactive() { (( YES == 0 )) && [[ -t 0 && -t 1 ]]; }
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ask() { # ask "QUESTION" DEFAULT(y|n): 0 for yes
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local answer
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if ! interactive; then [[ $2 == y ]]; return; fi
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while true; do
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read -r -p "$1 [$([[ $2 == y ]] && echo Y/n || echo y/N)] " answer || answer=''
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case "${answer,,}" in
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'') [[ $2 == y ]]; return ;;
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y|yes) return 0 ;;
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n|no) return 1 ;;
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esac
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done
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}
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TMP=$(mktemp -d)
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@@ -92,7 +71,7 @@ trap '[[ -z "$STAGED" ]] || rm -f -- "$STAGED"; rm -rf -- "$TMP"' EXIT
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trap 'exit 130' INT
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trap 'exit 143' TERM
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download() {
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curl --fail --location --show-error --retry 3 --connect-timeout 30 \
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curl --fail --location --show-error --retry 3 --connect-timeout 30 --progress-bar \
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--proto '=https' --proto-redir '=https' --output "$2" "$1" || fail "Download failed: $1. Run the installer again to retry."
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}
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verify() { valid "$1" "$2" || fail "SHA-256 mismatch for $1; no DLLs installed."; }
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@@ -113,37 +92,154 @@ place() {
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STAGED=''
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printf 'Installed: %s\n' "$dst"
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}
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# A verified copy in the cache, or none. Cached files are checked again before use.
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cached() { local f="$CACHE/nvidia/$1"; valid "$f" "$2" && printf '%s\n' "$f"; }
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keep() { mkdir -p -- "$CACHE/nvidia" && cp -- "$1" "$CACHE/nvidia/$2.tmp" && mv -f -- "$CACHE/nvidia/$2.tmp" "$CACHE/nvidia/$2"; }
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install_dlls() {
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local need_dlss=1 need_dlssd=1 need_ngx=1 tool src
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valid "$RUNTIME/nvngx_dlss.dll" "$DLSS_SHA256" && need_dlss=0
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valid "$RUNTIME/nvngx_dlssd.dll" "$DLSSD_SHA256" && need_dlssd=0
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valid "$RUNTIME/ngx/_nvngx.dll" "$NGX_SHA256" && need_ngx=0
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if (( need_dlss == 0 && need_dlssd == 0 && need_ngx == 0 )); then
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echo 'NVIDIA DLLs are already installed and verified.'
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return
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fi
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# earlier installs' verified copies first
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if (( need_dlss )) && src=$(cached nvngx_dlss.dll "$DLSS_SHA256"); then cp -- "$src" "$TMP/nvngx_dlss.dll"; need_dlss=2; fi
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if (( need_dlssd )) && src=$(cached nvngx_dlssd.dll "$DLSSD_SHA256"); then cp -- "$src" "$TMP/nvngx_dlssd.dll"; need_dlssd=2; fi
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if (( need_ngx )) && src=$(cached _nvngx.dll "$NGX_SHA256"); then mkdir -p "$TMP/ngx"; cp -- "$src" "$TMP/ngx/_nvngx.dll"; need_ngx=2; fi
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if (( need_dlss == 1 || need_dlssd == 1 || need_ngx == 1 )); then
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local size=0
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(( need_dlss != 1 )) || size=$((size + 57))
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(( need_dlssd != 1 )) || size=$((size + 47))
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(( need_ngx != 1 )) || size=$((size + 915))
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echo "d4r needs NVIDIA's DLSS files, downloaded from NVIDIA under NVIDIA's license terms:"
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echo ' DLSS: https://github.com/NVIDIA/DLSS/blob/v310.9.1/LICENSE.txt'
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echo ' Driver: https://www.nvidia.com/en-us/drivers/nvidia-license/'
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ask "Download them now (~$size MiB, once: later installs use $CACHE/nvidia)?" y ||
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fail 'Not downloaded. d4r needs these files; run install.sh again when you want to install them.'
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command -v curl >/dev/null || fail 'Missing curl. Install it and run this script again.'
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SEVENZIP=''
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if (( need_ngx == 1 )); then
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for tool in 7zz 7z 7za; do
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if command -v "$tool" >/dev/null; then SEVENZIP=$tool; break; fi
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done
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[[ -n "$SEVENZIP" ]] || fail 'Missing 7-Zip. Install 7zip (or p7zip) and run this script again.'
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fi
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fi
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if (( need_dlss == 1 )); then
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echo 'Downloading DLSS 310.7.0...'
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download "$DLSS_URL" "$TMP/nvngx_dlss.dll"
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verify "$TMP/nvngx_dlss.dll" "$DLSS_SHA256"
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keep "$TMP/nvngx_dlss.dll" nvngx_dlss.dll
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fi
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if (( need_dlssd == 1 )); then
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echo 'Downloading DLSS Ray Reconstruction 310.9.1...'
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download "$DLSSD_URL" "$TMP/nvngx_dlssd.dll"
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verify "$TMP/nvngx_dlssd.dll" "$DLSSD_SHA256"
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keep "$TMP/nvngx_dlssd.dll" nvngx_dlssd.dll
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fi
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if (( need_ngx == 1 )); then
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echo 'Downloading NVIDIA driver 596.36 (~915 MiB); extracting NGX without running the installer...'
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download "$DRIVER_URL" "$TMP/driver.exe"
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verify "$TMP/driver.exe" "$DRIVER_SHA256"
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"$SEVENZIP" e -y -bso0 -bsp0 "-o$TMP/ngx" "$TMP/driver.exe" 'Display.Driver/_nvngx.dll' || fail 'Could not extract NGX; no DLLs installed.'
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rm -f -- "$TMP/driver.exe"
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verify "$TMP/ngx/_nvngx.dll" "$NGX_SHA256"
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keep "$TMP/ngx/_nvngx.dll" _nvngx.dll
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fi
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# Everything is verified before any destination changes.
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(( need_dlss == 0 )) || place "$TMP/nvngx_dlss.dll" "$RUNTIME/nvngx_dlss.dll"
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(( need_dlssd == 0 )) || place "$TMP/nvngx_dlssd.dll" "$RUNTIME/nvngx_dlssd.dll"
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(( need_ngx == 0 )) || place "$TMP/ngx/_nvngx.dll" "$RUNTIME/ngx/_nvngx.dll"
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echo 'NVIDIA DLLs installed and verified.'
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}
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(( DO_DLLS == 0 )) || install_dlls
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if (( DO_ENGINE == 0 )); then
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echo 'Follow the included README for Steam launch options.'
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exit 0
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fi
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# The engine's models, built from the DLLs above. A stamp of the DLLs and the builder skips an unchanged rebuild.
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# --- the engine's models ---------------------------------------------------------------------------------------
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BUILDER="$RUNTIME/tools/build-engine-models.sh"
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[[ -f "$BUILDER" ]] || fail "missing $BUILDER (this release has no engine-model builder; use --no-engine)"
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STAMP="$RUNTIME/engine/.d4r-models"
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stamp() {
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{ sha256sum -- "$RUNTIME/nvngx_dlss.dll" "$RUNTIME/nvngx_dlssd.dll" 2>/dev/null | cut -d' ' -f1
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(cd "$RUNTIME/tools" && find . -type f ! -name '*.pyc' -print0 | LC_ALL=C sort -z | xargs -0 sha256sum); } | sha256sum | cut -d' ' -f1
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}
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done_msg() { echo 'Done. Follow the included README for Steam launch options.'; }
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if [[ ! -f "$BUILDER" ]]; then
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[[ "$DO_ENGINE" != 1 ]] || fail "missing $BUILDER (this release has no engine-model builder)"
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done_msg; exit 0
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fi
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models=(rr-d rr-e rr-f k k-ldr m m-ldr l l-ldr)
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complete=1
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for m in "${models[@]}"; do [[ -d "$RUNTIME/engine/$m" ]] || complete=0; done
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if (( REBUILD == 0 && complete )) && [[ -f "$STAMP" && "$(cat "$STAMP")" == "$(stamp)" ]]; then
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echo 'Engine models are already built for these DLLs (--rebuild-engine builds them again).'
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exit 0
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# One build serves every game with the same DLLs and builder: the key covers both and the accuracy choice.
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key() { # key EXACT(0|1)
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{ echo "exact=$1"
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sha256sum -- "$RUNTIME/nvngx_dlss.dll" "$RUNTIME/nvngx_dlssd.dll" 2>/dev/null | cut -d' ' -f1
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(cd "$RUNTIME/tools" && find . -type f ! -name '*.pyc' -print0 | LC_ALL=C sort -z | xargs -0 sha256sum); } | sha256sum | cut -c1-16
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}
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have() { local m; for m in "${models[@]}"; do [[ -f "$1/$m/model.json" || -f "$1/$m/rr.txt" ]] || return 1; done; }
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STAMP="$RUNTIME/engine/.d4r-models"
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if [[ "$EXACT" == ask ]]; then
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EXACT=0
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for e in 0 1; do [[ -f "$STAMP" && "$(cat "$STAMP")" == "$(key $e)" ]] && EXACT=$e; done
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fi
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rm -f -- "$STAMP"
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failed=()
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bash "$BUILDER" --rr-only "$RUNTIME" || failed+=('Ray Reconstruction')
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bash "$BUILDER" --sr-only "$RUNTIME" || failed+=('Super Resolution')
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if (( ${#failed[@]} )); then
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printf 'install.sh: the engine models for %s were not built (reason above). d4r works without them on its\n' \
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"$(IFS=/; echo "${failed[*]}")" >&2
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printf 'normal path; fix the cause and run: bash install.sh --engine-only\n' >&2
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exit 1
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if (( REBUILD == 0 )) && [[ "$DO_ENGINE" != 0 && -f "$STAMP" && "$(cat "$STAMP")" == "$(key "$EXACT")" ]] && have "$RUNTIME/engine"; then
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echo 'The engine models in this folder are up to date.'
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done_msg; exit 0
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fi
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stamp > "$STAMP"
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echo 'Done. Follow the included README for Steam launch options; set [Engine] Enabled = true in d4r/d4r.ini to use the engine.'
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if [[ "$DO_ENGINE" == ask ]]; then
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echo
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echo "Set up d4r's own DLSS engine (recommended)?"
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echo ' + Faster: DLSS 4 / 4.5 and Ray Reconstruction run on d4r'"'"'s Vulkan engine instead of NVIDIA'"'"'s kernels'
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echo ' through CUDA emulation (for example Ray Reconstruction at 720p -> 4K in about 3.6 ms per frame).'
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echo ' + Lower latency: the game shows the upscaled result of the frame it just rendered, not an older one.'
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echo ' + No minute-long freeze while DLSS'"'"'s CUDA kernels compile the first time a model is used.'
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echo ' - Longer setup, once: building its models takes a minute or two (it renders a test frame per model'
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echo ' through GE-Proton) and needs ~300 MB of temporary space. Later installs reuse the models.'
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echo ' Without it, d4r uses its normal path; anything the engine does not cover uses that path anyway.'
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if ask 'Set up the engine now?' y; then DO_ENGINE=1; else DO_ENGINE=0; fi
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fi
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||||
if [[ "$DO_ENGINE" == 0 ]]; then
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echo 'No engine models: d4r uses its normal path. Run install.sh again to build them later.'
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done_msg; exit 0
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fi
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KEY="$(key "$EXACT")"
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SHARED="$CACHE/engine-models/$KEY"
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copy_models() { # copy_models FROM TO: whole model folders, each replaced by a rename
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local m
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mkdir -p -- "$2"
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for m in "${models[@]}"; do
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rm -rf -- "$2/$m.new"; cp -r -- "$1/$m" "$2/$m.new"
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rm -rf -- "$2/$m.old"; [[ ! -e "$2/$m" ]] || mv -- "$2/$m" "$2/$m.old"
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||||
mv -- "$2/$m.new" "$2/$m"; rm -rf -- "$2/$m.old"
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||||
done
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}
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||||
if (( REBUILD == 0 )) && have "$SHARED"; then
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||||
echo "Using the engine models built earlier ($SHARED)."
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||||
copy_models "$SHARED" "$RUNTIME/engine"
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||||
else
|
||||
failed=()
|
||||
flags=(); (( EXACT == 0 )) || flags=(--exact)
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||||
bash "$BUILDER" --rr-only "${flags[@]}" "$RUNTIME" || failed+=('Ray Reconstruction')
|
||||
if [[ -z "${D4R_PROTON:-}" && -z "$(bash "$BUILDER" --find-proton)" ]] && interactive; then
|
||||
echo 'The Super Resolution models render one test frame through GE-Proton 11, which was not found in Steam.'
|
||||
read -r -p 'Path to a GE-Proton folder (Enter to skip): ' D4R_PROTON || D4R_PROTON=''
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||||
export D4R_PROTON
|
||||
fi
|
||||
if [[ -n "${D4R_PROTON:-}" || -n "$(bash "$BUILDER" --find-proton)" ]]; then
|
||||
bash "$BUILDER" --sr-only "${flags[@]}" "$RUNTIME" || failed+=('Super Resolution')
|
||||
else
|
||||
failed+=('Super Resolution')
|
||||
echo 'install.sh: no GE-Proton 11 found for the Super Resolution models.' >&2
|
||||
fi
|
||||
if (( ${#failed[@]} )); then
|
||||
printf 'install.sh: the engine models for %s were not built (reason above). d4r runs those on its normal path;\n' \
|
||||
"$(IFS=/; echo "${failed[*]}")" >&2
|
||||
printf 'fix the cause and run install.sh again.\n' >&2
|
||||
exit 1
|
||||
fi
|
||||
# keep a copy for the next game
|
||||
rm -rf -- "$SHARED.tmp"; mkdir -p -- "$SHARED.tmp"
|
||||
for m in "${models[@]}"; do cp -r -- "$RUNTIME/engine/$m" "$SHARED.tmp/"; done
|
||||
rm -rf -- "$SHARED"; mv -- "$SHARED.tmp" "$SHARED"
|
||||
fi
|
||||
printf '%s\n' "$KEY" > "$STAMP"
|
||||
if grep -qiE '^[[:space:]]*Enabled[[:space:]]*=[[:space:]]*(false|0|no|off)[[:space:]]*$' <(sed -n '/^\[Engine\]/,/^\[/p' "$RUNTIME/d4r.ini"); then
|
||||
echo 'Note: d4r/d4r.ini turns the engine off ([Engine] Enabled = false); set it to auto to use these models.'
|
||||
fi
|
||||
done_msg
|
||||
Reference in new issue
Block a user