Windows: DLSS watermark off, check script, 310.7.0 pair, shorter docs

- Set Disable.Watermark on the game path (the Linux shim already does);
  [DLSS] ShowWatermark = true keeps NVIDIA's stamp.

- Always write d4r\d4r_nvngx.log in player mode. It was skipped when the
  launcher gave the game a valid stderr pipe, e.g. Steam.

- Accept NVIDIA's 310.7.0 + _nvngx 32.0.15.9636 as "less tested" pins.
  Native kernels are still gated by PTX identity, so a different DLL
  falls back to translated kernels.

- Add d4r-check.ps1 (ok/MISSING/note lines with a fix for each; -Report
  writes a bug-report ZIP) with 15 fixture tests.

- package-windows-release.ps1: -Architectures subset, ships the check
  script, GPU registry and one GPU-query tool.

- Add a shorter WINDOWS_README.txt; trim README's Windows section and
  merge in the RX 9060 XT / distributor-DLL notes.

- Diagnostic probe accepts preset 12 (L).

Tested on RX 7700 XT without a game: loader and shim start-up, K and M
synthetic NGX frames with both DLL pairs (finite output, native kernels
used). Not tested in a game.
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@@ -8,54 +8,11 @@ Preset L is NVIDIA's DLSS 4.5 model for Ultra Performance, especially at 4K. Set
**Proof of concept:** d4r shows that DLSS can run on an AMD GPU, but it is not really that practical for everyday use yet. It has been tested on one GPU in a handful of games and depends on unreleased patches to ZLUDA and vkd3d-proton.
**Native Windows development:** an experimental D3D12 backend runs K and M
transformer networks on Windows 11 / RX 9070 XT (gfx1201), using patched
ZLUDA/HIP and VRAM buffers/shared fences directly. Inputs and output belong to
the current frame; this path does not use Wine, Proton or CPU image staging.
The Windows backend, command-list hooks and diagnostics live in `tools/windows`.
All twenty Windows diagnostic gates pass, and queued-frame/feature-recreation K
outputs match synchronous controls exactly. A five-minute K/4K Silent Hill 2
run completes 16941 finite frames without backend errors. Performance remains
under development; asynchronous interop is opt-in and requires one queue.
M retains the FP16-equivalent baseline; native FP8 has not established a
full-network speedup. Windows preset L is not validated. See
[Windows build and validation](docs/windows-rdna4-port.md),
[OptiScaler installation](docs/windows-game.md) and
[Windows measurements](docs/windows-performance.md). NVIDIA DLLs are supplied
locally and excluded from packages.
**Windows (experimental):** d4r also runs natively on Windows 11, in D3D12 games, with no Wine or Proton. It supports the DLSS 4 (K) and DLSS 4.5 (M) models. Installing works like the Linux release: extract the ZIP into the game folder, copy in two NVIDIA files, and edit `d4r\d4r.ini`. See [the Windows guide](packaging/windows/WINDOWS_README.txt); `d4r\d4r-check.ps1` checks an install and writes a bug-report ZIP.
Experimental Windows builds also cover RDNA3 `gfx1100..gfx1103`, RDNA3.5
`gfx1150..gfx1154` and RDNA4 `gfx1200/gfx1201`, with separate guarded packages.
Only RX 9070 XT has physical validation here; other targets are compile-tested.
Community RX 9060 XT / gfx1200 logs now show native K/M execution and finite
output in Cyberpunk and Dawnwalker. Visual issues are still reported, so this
is backend coverage rather than completed image-quality validation.
The installer checks the real HIP target before changing game files. See
[Windows GPU coverage and issue #10 diagnostics](docs/windows-gpu-support.md).
Only the Radeon RX 9070 XT (gfx1201) has been tested on real hardware here. Its backend checks pass for K and M in Silent Hill 2 and Cyberpunk 2077 at 4K; those runs are correctness checks, not FPS benchmarks, and Windows performance is still under development. Community logs from an RX 9060 XT (gfx1200) show native K/M execution and finite output in Cyberpunk and Dawnwalker, but texture/LOD and motion artifacts are still reported, so that is backend coverage and not completed image-quality validation. The other targets (RDNA3 `gfx1100..gfx1103`, RDNA3.5 `gfx1150..gfx1154`) are compile-tested only. Windows preset E and L are not available. NVIDIA DLLs are supplied by you and are never part of the repository; the quick launcher can use a distributor-supplied DLL pair, but that packaging support does not establish redistribution permission.
For a short Windows hardware test, the fork's
[quick-test prereleases](https://github.com/xdfnx-dev/d4r/releases) provide one
ZIP that detects the GPU automatically. Extract it and double-click START-K.cmd
or START-M.cmd, select your game and local NVIDIA DLLs, then send the single
diagnostic ZIP after exiting. RESTORE-GAME.cmd restores replaced files. Read
[the short English instructions](docs/windows-quick-test.txt). Corresponding
sources are a separate release asset; the test requires no SDK installation.
The updated quick test launches without an attached debugger, stages the
locally supplied DLSS DLL beside the shim for numeric CUDA NGX initialization,
and reports a launcher exit with zero frames as inconclusive. Source fixes
also serialize OptiScaler device-hook installation and forward numeric init
errors. These fixes pass standalone direct/OptiScaler K and OptiScaler M on
RX 9070 XT. Cyberpunk 2077 2.31 also reaches saved 4K gameplay with K and M:
13,145 K session frames and 5,268 M frames pass GPU output checks, every
required native transformer layer executes, and no backend failures,
previous-frame outputs or CPU image copies occur. Sessions include menus and
loading; this synchronous diagnostic is not an FPS benchmark. Other GPUs,
including the reporter's RX 9060 XT / gfx1200, required further testing at that point.
The subsequent RX 9060 XT retest passes all required native-layer/output
checks in Cyberpunk and Dawnwalker; texture/LOD and motion artifacts remain
open. Distributor-supplied DLL pairs can now be selected automatically by the
quick launcher. The public fork ZIP still uses locally supplied NVIDIA files;
packaging support does not establish redistribution permission.
More: [Windows GPU coverage](docs/windows-gpu-support.md), [measurements](docs/windows-performance.md), [build and validation notes](docs/windows-rdna4-port.md), and the [diagnostic launcher](docs/windows-game.md) and [quick test](docs/windows-quick-test.txt) used for bug reports.
See [supported games](SUPPORTED_GAMES.md) for the tested games and DLSS models.