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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@@ -19,6 +19,10 @@ The following DirectX 12 games run DLSS Super Resolution through d4r on the test
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| Ratchet & Clank: Rift Apart | Works; occasional artifacts in the pause menu | Works; minor artifacts with HDR enabled and occasionally in the pause menu | Works; occasional artifacts in the pause menu |
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| Dying Light: The Beast | Works | Works | Works; small visual artifacts throughout |
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Unsupported games:
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- **DOOM: The Dark Ages:** the game uses Vulkan and has no D3D12 mode. d4r currently supports D3D12 DLSS only, so its DLSS calls cannot reach d4r. The game's hardware ray-tracing requirement is separate from this limitation.
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General notes:
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- Select DLSS in the game's graphics settings where it is offered. OptiScaler can also feed DLSS from a game's FSR or XeSS inputs, but those are a fallback for games that hide DLSS and can ghost or show a black screen.
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