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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@@ -86,6 +86,15 @@ Settings
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PreferAccuracy = true. This uses original translated enc1/enc2 layers while retaining other
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native acceleration. It reduced trails in a captured Townfall sequence on RX 7700 XT and costs
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some GPU time. Restart after changing it; other scenes and RDNA4 hardware still need testing.
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- [Engine] Enabled = true (experimental, off by default) runs DLSS 4 (K) and 4.5 (M) on d4r's own Vulkan
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inference engine: the upscale is recorded into the game's own frame instead of going through CUDA
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emulation. It needs Mesa RADV with VK_KHR_cooperative_matrix and the models in d4r/engine/k (K),
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d4r/engine/k-ldr (K in games without HDR), d4r/engine/m and d4r/engine/m-ldr (M). Games and settings
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it does not cover (other models, display-resolution motion vectors with M) keep using the normal path,
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and d4r/d4r_nvngx.log says which one ran and why. Tested in one game so far.
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This zip has only the engine's shaders in d4r/engine/k. The weights (weights.bin, offsets.bin,
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lut.bin) are read from your own nvngx_dlss.dll with the tools in d4r's source repository
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(engine/README.md); until they are there, d4r uses the normal path.
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- OptiScaler.ini: OptiScaler's settings, such as its fps overlay and the render resolution of each
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quality mode. Press Insert in game for OptiScaler's menu.
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[Libraries] NvngxPath=d4r\nvngx.dll explicitly selects d4r's shim; OptiDllPath=d4r is also
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@@ -152,7 +161,8 @@ Licenses
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d4r is GNU General Public License, version 3 only (GPL-3.0-only). The release also contains ZLUDA (Apache 2.0 or MIT), vkd3d-proton
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(LGPL 2.1, patched) and OptiScaler 0.9.4 (GPL 3.0, unmodified). d4r/source/SOURCES.txt says where
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each file comes from, and d4r/licenses has the license texts. d4r is not affiliated with NVIDIA,
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AMD or the OptiScaler project.
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AMD or the OptiScaler project, and is provided "as is", without warranty of any kind (GPL-3.0,
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sections 15 and 16).
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@clean NVIDIA's files are yours to supply, under NVIDIA's terms.
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@full NVIDIA's files in this zip (d4r/nvngx_dlss.dll, d4r/ngx/_nvngx.dll) and the kernels built from
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@full NVIDIA's code (listed in d4r/source/SOURCES.txt) are NVIDIA's property, are not covered by
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