Support distributor DLL packages and validate Windows player mode
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@@ -2,8 +2,11 @@
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The shim, diagnostics, native K/M kernels and game installer accept the
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targets below, with one package per actual ISA. **Only RX 9070 XT has physical
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validation here.** All other targets are experimental and compile-tested;
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working DLSS, interop and performance on them remain unverified.
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validation here.** Community RX 9060 XT / gfx1200 logs now show K/M backend
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execution in Cyberpunk and Dawnwalker with all required native layers and
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finite output. Visual issues remain reported and are not resolved by those
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checks. All other targets are experimental and compile-tested; their DLSS,
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interop and performance remain unverified.
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| Family | Target | Examples / scope |
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| --- | --- | --- |
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@@ -68,6 +71,28 @@ The new packages/preflight address the identified failures. They do not prove
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those games work on RX 9060 XT; a new native-D3D12 run on that GPU is required.
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Raw community logs and personal directory paths stay local.
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## Community retest, 2026-10-03
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[Comment 5962444244](https://github.com/countervolts/d4r/issues/10#issuecomment-5962444244)
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uses the corrected `52d9872` package / `3d62b98` binaries on RX 9060 XT
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(`gfx1200`, 16 GB). Cyberpunk K/M complete 4,365 / 1,751 session frames;
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Dawnwalker K/M complete 6,713 / 1,690. Every frame has a finite-output GPU
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check, all required native layers execute and all four sessions exit normally.
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The logs record zero backend failures, previous-frame outputs and CPU image
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copies. This is community backend coverage, not a reference-image comparison:
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the tester reports texture/LOD and motion-related artifacts. All four runs use
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the HDR network input/output path, unlike the local Cyberpunk LDR validation.
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Spider-Man 2 crashes with `0xc0000005` before any completed DLSS frame;
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its nonstandard launch is not evidence of a transformer kernel failure.
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Assassin's Creed exits with zero frames and Streamline logs repeated internal
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minidumps; its clean process exit is still inconclusive. Their causes remain
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open without a stack trace. The Witcher 3 log in
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[comment 5962808629](https://github.com/countervolts/d4r/issues/10#issuecomment-5962808629)
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selects the gfx1200 d4r shim instead of the original NGX core (its SHA256
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matches the shipped shim exactly), and the installer correctly refuses
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before modifying the game. It does not establish a Witcher runtime failure.
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## Build
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Prepare dependencies following `windows-rdna4-port.md`. Default: gfx1201.
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@@ -9,14 +9,16 @@ The package detects the real GPU automatically. Do not rename any DLLs.
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Already installed an older test? Close the game and run RESTORE-GAME.cmd
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from that old package first, then extract this version to a new folder.
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2. CLOSE YOUR GAME. Have these TWO ORIGINAL NVIDIA files ready:
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2. CLOSE YOUR GAME. If your distributor included the validated NVIDIA DLL pair,
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it is selected automatically; you only need to choose the game executable.
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Otherwise have these TWO ORIGINAL NVIDIA files ready:
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_nvngx.dll version 32.0.16.1714
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nvngx_dlss.dll version 310.9.1
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NVIDIA DLLs are not included. Other versions are rejected.
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The xdfnx-dev public test ZIP does not include them. Other versions are rejected.
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The small _nvngx.dll inside this package is d4r, NOT the original NVIDIA file.
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3. DOUBLE-CLICK START-K.cmd. Pick the actual game .exe when asked.
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Pick your two NVIDIA DLLs. These choices are remembered for the next run.
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If asked, pick your two NVIDIA DLLs. These choices are remembered for the next run.
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Next time, press Enter for the same game, or C to choose another.
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If Steam/Epic is needed, keep it open. Choose a D3D12 game without anti-cheat.
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If a launcher opens, type C and choose the real game executable next time.
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@@ -53,7 +55,8 @@ Colour, depth, motion and output remain in VRAM in the runtime fast path.
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Runtime files are in files/. Cache/settings are created in work/.
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Licenses are in licenses/. Corresponding sources are a SEPARATE release download;
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testers do not need to download or build them. No NVIDIA proprietary DLLs are shipped.
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testers do not need to download or build them. NVIDIA DLLs, when supplied by a
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distributor, keep their separate license and are not part of the GPL source archive.
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Report: https://github.com/countervolts/d4r/issues/10
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Source: https://github.com/xdfnx-dev/d4r
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@@ -19,6 +19,76 @@ explicit limits; the validated package keeps conservative arithmetic.
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## Milestone and gates
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2026-10-03 upstream Windows refresh: imported ayo's `e7e5c44` (LF patch
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attributes) and `54c201a` (drag-in installation / per-game `d4r.ini`) while
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preserving their authorship. The target-independent NGX loader selects the
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shim using the game's D3D12/HIP LUID. Player mode derives paths and the
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validated codegen settings from `d4r.ini`, pins NVIDIA DLL identities and
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exposes K/M, async interop, logging, validation and cache settings. OptiScaler
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patch `0006` resolves relative library directories. These changes do not
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replace the transformer arithmetic or establish a performance improvement.
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The new packaging fixture passes 3/3 cases. Player config/loader probes pass
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2/2 in both PowerShell 5 and PowerShell 7, including real gfx1201 LUID
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selection without executing GPU kernels. Found and fixed a PowerShell 7
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argument-quoting regression in `test-player-config.ps1`: only Legacy/PS5
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passing needs escaped embedded quotes. Both new DLL targets compile through
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CMake/Ninja, and all 20 RX 9070 XT CTest gates pass (6.21 seconds).
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Reports are in `test-results/upstream-player-54c201a-ps5/`,
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`upstream-player-54c201a-ps7/` and `upstream-release-54c201a/`.
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The drag-in installation has not yet received a real-game K/M test, and
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OptiScaler patch `0006` is not in the previously published frontend binary.
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The existing public quick-test archive is unchanged and continues to use the
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game-tested installer layout. Do not label it as the new drag-in release.
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2026-10-03 community retest ([comment 5962444244](https://github.com/countervolts/d4r/issues/10#issuecomment-5962444244)):
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seven new diagnostic bundles are read without running their contents. On
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RX 9060 XT / gfx1200, Cyberpunk K/M complete **4365 / 1751** frames and
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Dawnwalker K/M complete **6713 / 1690**. Each frame has a finite-output GPU
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check; all required native transformer layers execute, exit codes are zero,
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and backend failures / previous-frame output / CPU image-copy counters are
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zero. These sessions use HDR input/output helpers; the local Cyberpunk tests
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below used LDR. This establishes additional community backend execution,
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not numerical or visual equivalence. The tester reports texture/LOD and motion
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artifacts, which remain an explicit correctness gate before performance work.
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Do not claim that NaN/Inf scans establish image correctness.
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Mean recorded `interop_ngx_ms` is 18.623 / 50.237 ms for Cyberpunk K/M and
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8.126 / 32.632 ms for Dawnwalker K/M. These are CPU completion intervals in
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the synchronous diagnostic, including scheduling and validation, not isolated
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GPU kernel times or a controlled cross-game/preset benchmark. K performance
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remains open. Extracted logs, original ZIP hashes and parsed reports stay local
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under `build/issue-10-latest/`; personal user paths are not committed.
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The new Spider-Man 2 log exits `0xc0000005` before a DLSS frame, without a
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usable crash stack. Assassin's Creed's process exits zero with no DLSS frames,
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but Streamline reports repeated internal minidumps before capability discovery;
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it remains inconclusive. Neither report establishes a native WMMA failure.
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[The Witcher 3 report](https://github.com/countervolts/d4r/issues/10#issuecomment-5962808629)
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selects the gfx1200 d4r shim instead of the original NGX core; the submitted
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SHA256 matches that shim exactly. It is rejected before installation, rather
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than failing a GPU workload. Launcher/Streamline crash diagnosis remains open.
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Distributor-supplied NVIDIA DLL support: quick-test packaging accepts optional
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`-NvidiaDirectory <directory>` and `-NvidiaLicensePath <applicable-license>`.
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It stages the exact validated originals under `files/nvidia/`, adds both DLLs
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and the separate license to integrity metadata and selects them automatically.
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Explicit developer overrides still have strict SHA256 checks; bundled files
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take precedence over stale remembered file selections. Restore remains
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independent of DLL/GPU selection. This option is for local testing or a
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distributor with appropriate permission; matching hashes are not a grant of
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redistribution rights. The current public xdfnx-dev release remains unchanged
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and contains no NVIDIA runtime binaries or private NVIDIA-derived kernels.
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The [current NVIDIA SDK license](https://github.com/NVIDIA/DLSS/blob/main/LICENSE.txt)
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has distribution conditions and a supplement limiting DLSS/NGX development
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to systems with NVIDIA GPUs; the Linux bundle's contents alone do not resolve
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permission for this Windows package. A local-only bundled package with the
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user-provided pair passes eight isolated installer/restore/negative fixtures,
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including stale-choice recovery and altered bundled-core rejection before any
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game write. The ordinary no-DLL package also passes all six existing fixtures;
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reports are in `test-results/windows-bundled-fixtures/` and
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`windows-unbundled-fixtures/`. Real games are untouched by these fixture tests.
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2026-10-02 issue #10 follow-up ([comment 5958769640](https://github.com/countervolts/d4r/issues/10#issuecomment-5958769640)):
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four new logs confirm that RX 9060 XT / gfx1200 HIP discovery succeeds. The
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Cyberpunk K/M runs never launch the transformer: numeric CUDA NGX capabilities
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