- Add native preset K kernels for gfx1030–gfx1036 using software matrix
products, with fast and accuracy builds and RDNA2 motion kernels.
- Follow OptiScaler's DLSS and RR preset overrides, sanitize unsupported
values and select the preset matching the feature's quality mode.
- Enable FSR 4 under NVIDIA GPU spoofing by exposing real AMD PCI IDs
to OptiScaler and FidelityFX modules; bundle AMD's loader and upscaler.
- Keep K on native kernels in engine auto mode unless HIP is selected,
and fall back to CUDA for M/L when shader_float8 is unavailable.
- Add native-engine K GPU timings, preset recreation harness controls
and regression coverage; fix the input-wait test's glibc name clash.
- Update configuration, installer guidance and release documentation,
simplify the README and move gameplay videos to docs/videos.md.
RDNA2 kernels remain untested on RDNA2 hardware; software matrix
arithmetic was validated against WMMA on RDNA3.
Add an optional D4R_INSTALL_MODE=asi release (d4r-<version>-asi.zip)
holding only d4r.asi and a companion d4r/ folder, to drop into an
existing OptiScaler plugin directory.
- Shim: export InitializeASI. It identifies OptiScaler by its PE export
name to find the active INI, then launches d4r-setup.exe out of
process (no GPU or network work under the loader lock). The .asi
build loads its runtime and config from the companion d4r/ folder.
- tools/d4r_asi_setup.cpp: native helper. It waits for the game to
exit, installs the D3D12 wrapper and the private d4r12core.dll beside
the EXE, and merges the NGX route into the loader's INI (including
GE-Proton's prefix-local INI) with backups. Unchanged launches do
nothing. It skips Proton helpers and background utilities and runs
setup for one plugin install at a time.
- scripts/private_d3d12_core.py: points vkd3d's d3d12.dll forwarder at
d4r12core.dll without moving code addresses.
- install.sh runs from inside the ASI's d4r/ as well as the proxy
release root. d4r-check.sh checks ASI installs (loader, plugin path,
LoadAsiPlugins, HookOriginalNvngxOnly, Wine drive paths).
- Packaging, build script, docs, ASI_README.txt and tests.
scripts/check_redistributable.py refuses NVIDIA binaries (by name and
version resource), NGX SDK headers, PTX and code objects, PTX translations
(marked by ptx2glsl.py/condense.py) and the engine's model data in the
repository, and in each release variant (clean/installer/full) whatever
that variant does not contain. package_release.sh runs it before zipping;
scripts/git-hooks/pre-commit runs it locally.
Signed-off-by: woutermans <[email protected]>
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]>
- Explicitly route OptiScaler to d4r\nvngx.dll in release packages.
- Extract INI generation into a helper that preserves line endings
and rejects missing or duplicate settings.
- Check NGX routing separately from file presence and return failure
when the installation is incomplete or misconfigured.
- Add an optional OptiScaler patch for external DLSS backends while
preserving AMD identity for FSR4, with matching launch guidance.
- Align portable and launcher marker polling defaults at 200 us.
- Log when d4r's model override replaces game or OptiScaler presets.
- Add configuration, package, routing and coexistence regression tests.
- Update installation documentation, add FSR/DLSS comparison videos
and ignore local .tools artifacts.
Refs: #7, #14