Add native K/M/RR inference engines, HIP kernels, replay and validation
harnesses, and Windows DLSS setup and runtime support. Include GPU
profiling tools, build and packaging scripts, platform integration
patches, and implementation documentation.
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.