Add DLSS accuracy mode and GLIBC 2.41 release builds
- Add default-off PreferAccuracy for all native kernel families, including RDNA4 FP8 variants. - Restore intermediate FP8 quantization, per-MMA FP16 rounding, denormal handling and NGX synchronization in accuracy mode. - Select separately marked accuracy kernels and use a separate JIT cache; reject mixed sets and never silently substitute fast kernels. - Add a pinned GLIBC 2.41 build environment for ZLUDA/LLVM, the DLLs and both kernel sets, with ABI checks and toolchain provenance. - Support parallel target builds and pre-extracted PTX; correct ROCm header paths and Clang-CL input handling. - Bump to 0.1.3 and update release notes, documentation and tests. Validation: 11 tests passed; all 912 kernels built; E/K/M GPU harness runs completed with accuracy off/on. Packaged libraries loaded under GLIBC 2.41 and require no GLIBC version newer than 2.38. RTX image-quality parity remains unverified. Fixes #6 Refs #6
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@@ -58,6 +58,12 @@ compiled. They are cached in ~/.cache/d4r, so later starts are quick.
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Settings
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--------
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- In d4r/d4r.ini, [Kernels] PreferAccuracy = true prioritizes fidelity over performance for every
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native kernel and the translated fallback. It selects separately built accuracy kernels, restores
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intermediate FP8 quantization and per-MMA f16 rounding, preserves denormal handling, and keeps
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NGX's synchronization calls. It defaults to false. Restart the game after changing it; the first
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start may compile a separate cache. Missing accuracy variants use translated kernels, never the
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fast native set. The mode aims to match NVIDIA's output, but 1:1 RTX image quality is not proven.
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- d4r/d4r.ini: d4r's settings for this game. The main one is the DLSS model:
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K (DLSS 4, default), E (DLSS 3 CNN, a little faster) or M (DLSS 4.5, slowest).
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- On RDNA4, [Kernels] NativeFp8 is on by default. It selects native FP8 WMMA and the matching
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