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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@@ -148,6 +148,11 @@ API unsigned NVSDK_NGX_D3D12_EvaluateFeature(ID3D12GraphicsCommandList* list, co
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if (!snapshot->parameters) return failure;
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d4r::win::player::apply_preset(p);
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d4r::ngx::copy_create(p, snapshot->parameters); d4r::ngx::copy_frame(p, snapshot->parameters);
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// NVIDIA's library stamps "DLSS SDK - DO NOT DISTRIBUTE" over its output unless the SDK's
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// Disable.Watermark parameter is set (the Linux shim sets it too). The game's own value is
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// not used. [DLSS] ShowWatermark = true (D4R_SHIM_WATERMARK=1) keeps the stamp.
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static const bool watermark = [] { const char* v = std::getenv("D4R_SHIM_WATERMARK"); return v && v[0] == '1'; }();
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d4r_ngx_set_int(snapshot->parameters, "Disable.Watermark", watermark ? 0 : 1);
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const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
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const char* states[] = {"D4R.Color.State", "D4R.Depth.State", "D4R.Motion.State", "D4R.Output.State", "D4R.Exposure.State"};
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for (unsigned i = 0; i < 5; ++i) {
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