Codex
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0b471be024
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Queue native Windows DLSS asynchronously and drain feature consumers
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2026-10-02 10:00:26 +03:00 |
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Codex
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73ee2e5ecc
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Measure Windows submission costs and validate faster private K output stores
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2026-10-01 19:54:41 +03:00 |
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Codex
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5d33bddcd0
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Fix game startup resource lifetime and D32S8 depth-plane interop
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2026-10-01 17:27:06 +03:00 |
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Codex
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19d859e43d
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Capture pre-NGX command signatures through early OptiScaler device discovery
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2026-10-01 16:48:12 +03:00 |
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Codex
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e4c1c87b66
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Resolve texture states in queue order across DLSS command lists
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2026-10-01 16:41:52 +03:00 |
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Codex
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e14b4cb54c
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Run native Windows DLSS K and M through an explicit OptiScaler source backend
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2026-10-01 16:13:07 +03:00 |
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Codex
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27d6a1230a
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Forward Windows NGX project identity and validate frontend native network use
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2026-10-01 15:45:55 +03:00 |
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Codex
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6ddf740877
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Preserve initial PSO and enhanced texture layouts in Windows interop
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2026-10-01 15:04:58 +03:00 |
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Codex
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e9eec6d4e0
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Convert native Windows D3D12 formats on gfx1201 with GPU validation
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2026-10-01 14:48:42 +03:00 |
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Codex
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63607298ea
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Execute Windows DLSS K and M at recorded D3D12 command-list boundaries
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2026-09-30 22:21:06 +03:00 |
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Codex
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e15f6a73a6
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Run native Windows D3D12 DLSS K and M through shared VRAM
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2026-09-30 20:22:03 +03:00 |
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