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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@@ -16,6 +16,9 @@
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; Select the quality mode (Quality, Performance, ...) in the game or the OptiScaler menu (Insert).
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; Models E and L are not available on Windows.
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Model = K
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; NVIDIA's library stamps "DLSS SDK - DO NOT DISTRIBUTE" over the image; d4r turns that off.
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; true shows it.
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ShowWatermark = false
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[Interop]
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; Experimental: lets the game continue while DLSS runs on the GPU instead of waiting for it.
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