TL;DR: Add an experimental FSR Ray Regeneration backend on Windows, run the K
network natively on HIP with Vulkan->HIP shared memory, extend K kernels to
gfx11 (RDNA3), and add dependency/packaging/test tooling around them.
Windows: FSR RR backend, native HIP K runner, gfx11 K kernels, tooling
FSR Ray Regeneration (experimental)
- Add fsr_rr_backend.{h,cpp}, fsr_rr_passes.h and the fsr_rr/ prepare and
compose compute shaders. They run AMD's FidelityFX denoiser
(amd_fidelityfx_denoiser_dx12.dll, SDK 2.3, not bundled) on a private
vkd3d-proton device.
- Add the amdxc64 shim (tools/windows/amdxc64_shim) and two vkd3d-proton
patches for libcxx includes. AMD's amdxc64.dll is never loaded.
- d4r_nvngx_windows: RrFeature now selects between the native DLSS RR
backend and the FSR backend (D4R_RR_BACKEND=fsr). After the denoiser it
runs an internal Super Sampling stage (feature 1) to upscale. If SR is
unavailable and output != render size, the frame fails; it is never
returned noisy.
- d4r.ini / player_config: new [RayReconstruction] FsrDenoiser,
FsrStabilityBias (auto or >= 0) and FsrDetail (0-1), with validation, and
matching D4R_FSR_* environment variables.
- Add the FSR RR fixture, output-check and ngx test scripts, and a shader
compile script.
Native HIP K runner (Windows)
- CMake: add d4r_engine_k_hip (d4r-k-hip) plus separate volk/engine copies,
because VK_USE_PLATFORM_WIN32_KHR changes volk's entry points.
- Share Vulkan memory with HIP via Win32 opaque handles on Windows
(VK_KHR_external_memory_win32) and via fds on Linux. Handle types are now
intptr_t, and the platform choice is in D4R_EXT_MEMORY_* macros.
- HipNetwork: add debugRepeatHashes and debugNodeMicros, exposed as
D4R_HIP_REPEAT_CHECK, D4R_HIP_REPEAT_ALL and D4R_HIP_NODE_PROFILE in
replay.cpp.
- replay.cpp: display-resolution-motion frames (FrameFlagDisplayMotion) no
longer require near2rnd == out2rnd. Both values must still be in (0, 1].
K kernels on gfx11
- Allow position-token and enc1 tiling on __GFX11__ as well as gfx12.
- Add an opt-in ds_bpermute cross-half exchange
(D4R_WINDOWS_GFX11_DS_EXCHANGE, enabled for K on Windows gfx11). M keeps
its LDS path.
- Fix a block-barrier race in the position layer. Without POS_VSHARE a fast
wave could overwrite its hb rows while a slower wave still read them for a
later head, giving rare wrong results on gfx1101 (enc0 outputs differing
between identical launches).
Packaging and install
- install.bat, d4r.ini, WINDOWS_README: FSR option, and
install_dependencies.py to install pinned NVIDIA dependencies with staged,
hash-verified replacement and rollback.
- Update the release package, local package refresh and test scripts.
- Add the InteropBatchInputCopies option (default false). Batching is faster
on some synthetic runs, but player temporal exactness is unresolved.
Tooling and tests
- K model: capture_k_weights, build_k_model, compare_k_outputs,
benchmark_k_hip, build_capture_runtime, test_k_model and the
zluda-k-output-capture patch. Captured weights and models are private
local assets and must not enter release archives.
- Synthetic probes: test_m_ngx, test_sr_dynamic,
prepare_rr_dynamic_fixture and the d3d12/rr_ngx probe updates.
- Add tests/windows/test_install_dependencies.py.
Docs
- Update the windows-fsr-rr, k-performance, local-package, rr-interop and
rr-model-cache docs. Add windows-parity-handoff.md and
windows-parity-continuation-prompt.md.
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@@ -29,8 +29,12 @@ Install
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2. Run install.bat and accept the download prompt. Existing d4r DLLs are backed up outside the game
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folder with their original paths and SHA256 hashes. Verified downloads are cached in
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%LOCALAPPDATA%\d4r\cache.
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The Ray Reconstruction DLL alone does not enable RR. Experimental native RR requires a locally
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generated D/E model and explicit d4r.ini selection; game compatibility remains unverified.
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Bundled isolated Python runs the installer; system Python, PowerShell and Git Bash are not required.
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Choose N to keep RR off, or D/E to build and enable an experimental private native RR model.
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Automatic RR building currently requires the gfx1101-only package. Model tools run from the
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external cache. Existing models remain intact; d4r.ini receives an exact external backup before
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selecting the new relative model path. Game compatibility and reference quality remain unverified.
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A model-build failure leaves the verified NVIDIA DLLs installed and does not enable the model.
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3. Optional: check the install. In the game folder, open PowerShell and run
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powershell -ExecutionPolicy Bypass -File d4r\d4r-check.ps1
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4. Start the game from Steam, Epic or a shortcut as usual. In its graphics settings choose DLSS
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@@ -48,8 +52,27 @@ Edit d4r\d4r.ini (it is commented) and restart the game. Each game has its own c
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- AsyncInterop, ValidateOutput, Log: for testing and bug reports; the defaults are the tested setting.
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- RayReconstruction/Backend: off by default. native selects experimental native D3D12/Vulkan RR;
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ModelDir selects your locally generated D/E model (auto: d4r\engine\rr-d). Relative paths resolve
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beside d4r.ini. No model is bundled or automatically generated by install.bat yet.
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fsr currently rejects RR requests because native Windows FSR RR execution is unavailable.
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beside d4r.ini. No model is bundled; install.bat can optionally generate and select D/E locally.
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fsr (experimental) answers the game's DLSS RR request with AMD's FSR Ray Regeneration denoiser,
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then DLSS Super Sampling upscales the result. AMD does not support FSR RR on RDNA3, so d4r runs
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AMD's unmodified denoiser DLL on a private vkd3d-proton device (d4r\fsr, built by d4r, LGPL; see
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d4r\fsr\SOURCE.txt) that emulates the FP8 math on RDNA3. AMD's amd_fidelityfx_denoiser_dx12.dll is
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not bundled: install.bat [F] downloads the pinned file (SHA256 48f1e588...), or set FsrDenoiser.
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FsrStabilityBias (default auto = AMD's 1; 0 is much sharper without upscaling, see d4r.ini) and
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FsrDetail (0-1) tune the denoiser.
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The first RR start compiles AMD's shaders and can freeze the game for about a minute; they are
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cached in %LOCALAPPDATA%\d4r\cache\vkd3d. Synthetic validation only: guides must be HDR with
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render-resolution, unjittered motion vectors; diffuse hit distance is not used. The exposure texture
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goes only to Super Sampling. Dynamic render sizes must stay within creation dimensions and the
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Super Sampling library's queried range; unsupported sizes fail before submission.
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Game compatibility and image quality against DLSS RR are unverified.
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FSR-only output accepts RGBA16F or RGBA32F, including format changes between frames. RGBA32F
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widens the completed half result on the GPU; it does not change denoiser arithmetic or produce alpha.
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Native RR accepts per-frame render dimensions from 64 pixels up to the feature's creation size.
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Changing dimensions resets temporal history and retains the loaded model and shared GPU packet.
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Output dimensions remain fixed. This behavior has synthetic D/E coverage only.
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RR accepts RGBA16F and RGBA32F output textures, including temporal format changes;
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float32 output is widened on the GPU. Other output encodings remain unsupported.
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OptiScaler's own settings (overlay, render ratios) are in OptiScaler.ini.
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If something goes wrong
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@@ -60,12 +83,14 @@ If something goes wrong
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- For a bug report run d4r\d4r-check.ps1 -Report and send the ZIP it puts on your Desktop,
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with your GPU, the game, the model and what the image looked like. Logs can contain folder names.
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- Not supported: frame generation, standalone inference engine selection in the game, DirectX 11,
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Vulkan game integration, or FSR RR. Native DLSS RR has synthetic feature-13 validation only;
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Vulkan game integration, or supported FSR RR (the fsr backend is experimental). Native DLSS RR and
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FSR RR have synthetic feature-13 validation only;
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it does not establish game compatibility or NVIDIA reference quality. E/L hints do not establish full parity.
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Uninstall
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---------
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Delete dxgi.dll, OptiScaler.ini, OptiScaler.log (if present), WINDOWS_README.txt and the d4r folder
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Delete dxgi.dll, OptiScaler.ini, OptiScaler.log (if present), WINDOWS_README.txt, install.bat,
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install-dependencies.py, install-dlss.ps1 and the d4r folder
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from the game folder. The cache in %LOCALAPPDATA%\d4r can be deleted too. Nothing else was changed.
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Licenses
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@@ -74,3 +99,5 @@ d4r is GNU General Public License, version 3 only (GPL-3.0-only). This ZIP also
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patched; the patches are in the source repository), and AMD's HIP runtime. d4r\licenses has the
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texts. d4r is not affiliated with NVIDIA, AMD or the OptiScaler project. NVIDIA's files are yours
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to supply, under NVIDIA's terms.
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Portable model tools include Python, NumPy and glslang; their license texts are under
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d4r\model-tools\licenses, with additional dependency notices in the tool directories.
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