- Set Disable.Watermark on the game path (the Linux shim already does);
[DLSS] ShowWatermark = true keeps NVIDIA's stamp.
- Always write d4r\d4r_nvngx.log in player mode. It was skipped when the
launcher gave the game a valid stderr pipe, e.g. Steam.
- Accept NVIDIA's 310.7.0 + _nvngx 32.0.15.9636 as "less tested" pins.
Native kernels are still gated by PTX identity, so a different DLL
falls back to translated kernels.
- Add d4r-check.ps1 (ok/MISSING/note lines with a fix for each; -Report
writes a bug-report ZIP) with 15 fixture tests.
- package-windows-release.ps1: -Architectures subset, ships the check
script, GPU registry and one GPU-query tool.
- Add a shorter WINDOWS_README.txt; trim README's Windows section and
merge in the RX 9060 XT / distributor-DLL notes.
- Diagnostic probe accepts preset 12 (L).
Tested on RX 7700 XT without a game: loader and shim start-up, K and M
synthetic NGX frames with both DLL pairs (finite output, native kernels
used). Not tested in a game.
Players extract one ZIP into the game folder, copy their two NVIDIA
DLLs, and start the game from Steam, Epic or a shortcut. No launcher
script is needed; settings live in d4r\d4r.ini.
- Shim player mode: when the launcher has not set D4R_HIP_ROOT and
d4r.ini sits beside the shim, derive the backend environment from it.
Codegen flags stay at the Windows-validated values. NVIDIA DLLs must
match an exact SHA256 in dll-pins.txt, with "you have X, you need Y"
errors. Rejects a vkd3d/Wine d3d12.dll and code objects built for
another GPU. [DLSS] Model accepts K or M and is applied by rewriting
the render preset hints.
- d4r.ini exposes only options that exist on Windows: Model, AsyncInterop,
ValidateOutput, Log, CacheDir. Invalid values fall back with a note in
d4r_nvngx.log.
- d4r_nvngx_loader: one _nvngx.dll for all GPUs. It matches the game's
adapter by LUID and loads _nvngx_<arch>.dll from the same folder.
- OptiScaler patch 0006: relative NvngxPath/NvngxDlssPath/
NvngxFeaturePath resolve against OptiScaler's folder.
- package-windows-release.ps1 builds the release from the per-target
game packages and refuses mixed targets or differing shared runtimes.
- Tests: test-player-config.ps1 (ini and DLL-pin decisions, loader
selection on the local GPU) and test-windows-release-package.ps1.
Share explicit target metadata across build/runtime/package guards, preserve native gfx11 WMMA with a Windows LDS lane exchange, select HIP devices by D3D12 LUID, and reject wrong-target/vkd3d installations before changing game files. Review all issue #10 logs and document compile-only coverage plus RX9070XT regressions.
Co-authored-by: realdody <[email protected]>
Add explicit gfx1200/gfx1201 builds, runtime selection and per-target
code objects. Guard staging, packaging and installation against mixed
architectures; retain gfx1201 compatibility and strict K/M arithmetic.
Adapt realdody's target configuration and MSVC binary16/BOOL portability
fixes from ae530b0. Do not import its forced gfx12 layout on RDNA3.
Add exhaustive binary16 and C++/PowerShell target contract regressions.
Validation: 20 CTest gates on RX 9070 XT; four software-only gfx1200 gates;
MSVC portability compile checks; exact 4K K async and M control outputs;
isolated package install/restore and mixed-target rejection tests.
No physical gfx1200 validation is claimed.
Co-authored-by: realdody <[email protected]>