Fix DLSS artifacts and improve synchronization diagnostics

- Fix Cyberpunk 2077 preset-K black artifacts by preserving FP16/FP64
  denormal requirements while limiting denormal suppression to FP32.

- Fix stale direct-output redirects after array destruction, preventing
  reused handles from inheriting an earlier feature's output buffer.

- Log rejected resource formats and dimensions, including failures after
  startup, with rate limiting for repeated errors.

- Add opt-in blocking output synchronization with a dedicated bridge
  export and fallback to context synchronization.

- Report output-wait CPU and wall time, and defer GPU timing queries
  until asynchronous evaluation has completed. The CPU-overhead
  mitigation for #7 still needs reporter confirmation.

- Reject release libraries requiring GLIBC newer than the configured
  baseline, defaulting to 2.41, and document compatible builds.

Validation: shim and bridge builds pass; targeted redirect-lifetime and
format-logging checks pass.

Fixes #5
Fixes #8
Refs #7
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ayo committed 2026-09-30 23:17:25 -04:00
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d4r runs NVIDIA's official DLSS Super Resolution library (`nvngx_dlss.dll`) in Windows games on AMD Radeon GPUs under Linux and Proton. The game asks for DLSS as usual; the DLSS network runs on the AMD GPU through [ZLUDA](https://github.com/vosen/ZLUDA) (CUDA on ROCm/HIP), with the heaviest DLSS kernels replaced by hand-written RDNA3 and RDNA4 code.
**Supported DLSS models:** DLSS 3 CNN (E), DLSS 4 transformer (K, default), and DLSS 4.5 transformer (M). DLSS 5 is not supported.
**Supported DLSS models:** DLSS 3 CNN (E), DLSS 4 transformer (K, default), and DLSS 4.5 transformer (M). DLSS 5 is PURPOSELY not supported.
**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.
@@ -31,16 +31,16 @@ On the same GPU DLSS starts at a disadvantage: its networks were designed for NV
## Known issues
- In some games native upscaling can show visible artifacting.
- In some games using some models native upscaling can show visible artifacting.
## GPU support
d4r builds for RDNA3 and RDNA4. A newly built release compiles native DLSS 4 and 4.5 network kernels for the targets below and selects the matching set at runtime. Only the RX 7700 XT has been tested on a real GPU; RDNA4 runtime and performance remain unverified on hardware.
d4r builds for RDNA3 and RDNA4. A newly built release compiles native DLSS 4 and 4.5 network kernels for the targets below and selects the matching set at runtime. Only the RX 7700 XT has been tested by this project on a real GPU; an external video reports DLSS 4.5 running through d4r 0.1.2 on an RX 7900 XTX. RDNA4 runtime and performance remain unverified on hardware.
| GPU | Chip | FP8 math | Runtime testing |
|---|---|---|---|
| RX 7700 XT, RX 7800 XT, RX 7700, Radeon PRO W7700 | gfx1101 | widened to f16 | RX 7700 XT only |
| RX 7900 GRE / XT / XTX, Radeon PRO W7800 / W7900 | gfx1100 | widened to f16 | untested |
| RX 7900 GRE / XT / XTX, Radeon PRO W7800 / W7900 | gfx1100 | widened to f16 | RX 7900 XTX: [external video](https://www.youtube.com/watch?v=_GLjJ2Dn5pU) (DLSS 4.5); other cards untested |
| RX 7600 / 7600 XT, RX 7650 GRE | gfx1102 | widened to f16 | untested |
| RDNA3 integrated GPUs | gfx1103 | widened to f16 | untested |
| RX 9070 XT / 9070 / 9070 GRE, Radeon AI PRO R9700 | gfx1201 | native FP8 (`NativeFp8`, default on) | emulator only |
@@ -136,9 +136,15 @@ Gameplay recordings of each DLSS model at the Quality, Performance and Ultra Per
| `packaging/` | the release's `d4r.ini`, OptiScaler settings, user guide and install check |
| `docs/` | architecture, build, native kernel and performance notes |
## Stars
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## License