Expand Windows GPU support, add native FSR RR, and improve SR interop
Add a native D3D12 FSR Ray Regeneration route for gfx1200/gfx1201, using the game's device and queue with embedded HLSL guide preparation and output composition. Preserve the vkd3d compatibility route for RDNA3 and expose explicit route overrides and diagnostics. Improve Windows runtime compatibility: - Retry rejected application-ID initialization with a project identity. - Defer expensive RR backend creation until feature creation. - Recover from transient submission failures without disabling later frames. - Add shared-buffer export fallbacks through explicit heaps and a private device on the same adapter. - Safely evict old RR descriptor sets when input views change. - Treat requested RR presets as hints when a configured model is available. - Expand SR/RR input formats and handle diffuse/specular hit distances, packed normals, depth-stencil resources, and unused FSR guides. Reduce SR overhead by batching output downloads and format conversion under one completion wait. Optimize strict M enc2/tube attention with bounded FP32 accumulation and the original FP64 fallback for ambiguous rounding cases. Extend RDNA4 tooling with gfx1200/gfx1201 native FP8 RR model builds, capability checks, architecture-aware deployment, and experimental K/M kernel paths. Require matching model and runtime arithmetic families. Add optional embedded FSR shader optimizations keyed by shader hash and exact original SPIR-V contents. Preserve reflected metadata and record optimizer provenance, artifact hashes, and cache identity. Simplify Windows installation with automatic backend dependency downloads, download progress and ETA, backed-up absolute OptiScaler library paths, and recovery from interrupted RR model builds. Add build-kernels.bat and a kernels-only build matrix for all eleven registered RDNA targets, with code-object target validation and SHA256 manifests. Expand conversion probes, numerical stress tests, temporal benchmark tooling, installer/deployment tests, and setup documentation. Document synthetic regression and timing results, experimental build options, and remaining RDNA4 hardware validation requirements.
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@@ -11,7 +11,9 @@ SUPPORTED_GAMES.md in the source repository lists the tested games. Expect probl
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What you need
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-------------
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- Windows 11, a Radeon RX 7000 or RX 9000 series GPU, a current AMD Adrenalin driver.
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- Windows 11, a Radeon RDNA 3, RDNA 3.5 or RDNA 4 GPU, and a current AMD Adrenalin driver.
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Desktop, mobile, workstation and integrated GPUs use their actual gfx target automatically.
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The full release covers gfx1100-1103, gfx1150-1154 and gfx1200-1201; smaller ZIPs may cover a subset.
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- A DirectX 12 game without anti-cheat (OptiScaler injects a DLL; it can get an account banned).
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- NVIDIA DLSS files. The ZIP does not include them. Run install.bat to download official, pinned files.
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It downloads DLSS SR 310.9.1, Ray Reconstruction 310.9.1, and extracts _nvngx.dll from the
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@@ -30,7 +32,9 @@ Install
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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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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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Super Resolution is ready after this step; no architecture selection or model build is required.
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Ray Reconstruction stays off by default. To build and enable an experimental private native RR
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model, run install.bat --yes --rr-preset D --enable-rr (or use E instead of D).
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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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@@ -52,12 +56,12 @@ 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; install.bat can optionally generate and select D/E locally.
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beside d4r.ini. No model is bundled; install.bat --yes --rr-preset D --enable-rr can generate D 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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not bundled: install.bat --yes --enable-fsr 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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