Engine: native presets K and M in the D3D12 shim, wider game coverage
A standalone Vulkan inference engine (engine/) for DLSS presets K and M that runs from weights extracted from the user's own nvngx_dlss.dll, with d4r's own input, network and reconstruction shaders or the native HIP network layers, recorded into the game's command list by the shim. Opt-in ([Engine] Enabled / D4R_ENGINE=1); anything uncovered falls back to the CUDA/ZLUDA path with the reason logged. Byte-identical to NGX's CUDA backend under the phase-capable reference (1706x960 -> 2560x1440, native HIP network, eleven frames, RX 9070 XT): - K render- and display-resolution motion vectors, HDR and LDR - K game-supplied exposure and automatic exposure with any pre-exposure and exposure scale (one residual: effective exposure exactly 2 or 4) - K and M with the DLSS indicator's inverted-axis parameters - M with any exposure settings (NGX ignores them for M) K packages need the current compile_k.py (marker D4RO0003). Also: HIP shared buffers are pooled across feature recreation (ROCm leaks destroyed imports), hipnet.bin must match the preset, M-only games do not load the K model, install_d4r_runtime.sh stages k, k-ldr, m, m-ldr with hip/, the activation table has a generator (gen_activation_m.py), and package_release.sh can bundle the engine's shaders (never its weights). Signed-off-by: woutermans <[email protected]>
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d4r
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Copyright 2026 countervolts
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Copyright 2026 countervolts and the d4r contributors
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This product is licensed under the GNU General Public License, version 3 only
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(GPL-3.0-only; see LICENSE), except for the files
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@@ -27,7 +27,8 @@ This repository contains no NVIDIA software. The NVIDIA DLSS feature library (nv
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the NGX core (_nvngx.dll) are NVIDIA's; you supply your own copies, and their use is governed by
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NVIDIA's license terms. At build time, kernels/tools/extract_dlss_ptx.py reads PTX from your copy
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of nvngx_dlss.dll into kernels/extracted/, which is not part of the repository and must not be
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redistributed.
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redistributed. The same holds for the model files the native engine's tools write (engine/README.md):
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weights.bin, offsets.bin, lut.bin, hipnet.bin and model.json hold values read from NVIDIA's DLSS.
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NVIDIA and DLSS are trademarks of NVIDIA Corporation. AMD, Radeon and FSR are trademarks of
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Advanced Micro Devices, Inc. This project is not affiliated with or endorsed by either company.
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