; Modified in this fork for CUDA Ray Reconstruction support and validation (2026). ; d4r settings for this game. This file lives in the game's d4r folder and applies to this game only. ; "auto" means the built-in default. Any setting can also be overridden with the environment variable ; that config/d4r.ini.default in the source repository lists for it, e.g. in the game's launch options. [DLSS] ; DLSS model recommendations: ; ; Model | DLSS | Recommended modes | Notes ; ------+-------+---------------------------------+---------------------------------- ; K | 4 | DLAA / Quality / Balanced | Default; faster alternative to M/L ; M | 4.5 | Performance | More demanding on RDNA3 ; L | 4.5 | Ultra Performance | Especially 4K; experimental ; E | 3 CNN | Quality / Balanced / Performance | Legacy faster fallback ; F | 3 CNN | DLAA / Ultra Performance | Deprecated; prefer K or L ; ; Select the upscaling mode separately in game/OptiScaler. These are recommendations; ; other modes are allowed. L requires the L texture build. ; game = use the game/OptiScaler choice. Benchmarks: D4R_README.txt. Model = K ; NVIDIA's library marks the image "DLSS SDK - DO NOT DISTRIBUTE" in this setup; d4r turns that off. ; true shows it. ShowWatermark = false [RayReconstruction] ; Requires a CUDA-capable nvngx_dlssd.dll (tested: 310.7) beside nvngx.dll and RR enabled in game. ; auto uses the denoiser when available; false disables the route. ; RR D/E temporal validation on gfx1201 uses [Kernels] NativeFp8 = on; scalar FP8 RR is not validated. Enable = auto ; Independent denoiser presets: auto (game choice), default, D, E (transformer) or F (DLSS 4.5). ; E and F through NVIDIA's library need a denoiser DLL containing that model (F: 310.9 or later). On the engine ; ([Engine]) F runs from the model in d4r\engine\rr-f; frames the library serves instead show ; preset D when the DLL is older (d4r_nvngx.log says so). Model = auto ; dlss: NVIDIA's DLSS Ray Reconstruction (the default). fsr: experimental AMD FSR Ray Regeneration 1.2, ; then the Super Sampling above upscales. Needs AMD's amd_fidelityfx_denoiser_dx12.dll in the d4r folder ; (or FsrDenoiser = its path). Restart the game after changing it. Backend = dlss FsrDenoiser = auto ; Backend = fsr tuning. FsrStabilityBias: the AMD denoiser's temporal stability bias; auto = AMD's ; default (1), which blurs reflections and fine detail; 0 measured sharper and closer to the noise-free ; truth, moving or still (D4R_FSR_RR_STABILITY_BIAS). FsrDetail: the share (0-1) of the colour that goes ; around the denoiser, keeping detail it removes as noise (hair, water ripples, foliage) at the cost of some ; grain; 0 = off (D4R_FSR_RR_DETAIL). FsrStabilityBias = auto FsrDetail = 0 [Latency] ; 0: every frame shows its own DLSS result, as with a native upscaler (needs the d3d12.dll that came ; with d4r next to the game). ; 1-3: allow results up to that many frames old. Slightly more fps, more input latency. FrameAge = 0 [Kernels] ; Prioritize fidelity over speed. Uses accuracy variants of all native kernels, preserves NVIDIA's ; intermediate FP8/f16 rounding and denormal handling, and keeps NGX's synchronization calls. ; Slower but aims to match RTX DLSS. PreferAccuracy = false ; false reduces L/M motion trails by using original enc1/enc2 layers; other native kernels stay on. ; Best paired with PreferAccuracy = true; costs some GPU time. Restart after changing this. NativeSwinEncoders = true ; Hand-written RDNA3 and RDNA4 kernels for the DLSS 4 and 4.5 networks (d4r\kernels). Each one is used ; only when your DLSS library's code for that kernel matches the code it was written for; otherwise ; that kernel is compiled from NVIDIA's code instead, which is slower but still correct. NativeKernels = on ; RDNA4 (RX 9000 series) only: run DLSS's FP8 math on the GPU's native FP8 matrix units, with NVIDIA's ; own FP8 rounding in the DLSS 4.5 (M) layers. off runs it as 16-bit math, as on RDNA3. Ignored on ; other GPUs. NativeFp8 = on [Interop] ; Experimental thin-feature tracking: 0 = off; 1/2 = opaque-surface dilation radius. ; Both enabled values fill sky gaps from the nearest foreground within 8 render pixels. ; Requires render- or display-resolution, unjittered motion vectors and same-frame linear VRAM inputs. Restart to change. ; Unsupported features keep original vectors; larger radii may affect disocclusion edges. MotionVectorDilation = 0 ; Opt-in sky-fill experiment for equal render/motion grids: borrow only from foreground ; runs <=3 pixels along either axis. Opaque dilation is unchanged. Restart to change. ; Unsupported routes retain nearest-foreground fill. (D4R_MOTION_THIN_SKY) MotionDilationThinSky = false ; Keep inputs and output in video memory. Readiness uses adaptive CPU polling by default. VramInterop = true ; auto: adaptive input-marker polling; N: fixed interval in microseconds (0 yields). MarkerPollUs = auto LinearInputs = true ElideNgxSync = true ; Lets DLSS's last kernel write straight into the game's output buffer (DLSS 4 / K only). It takes ; effect only while d4r's own output kernel runs, which it does when the DLSS library matches. DirectOutput = auto [Engine] ; Runs DLSS 4 and 4.5 (models K, L and M) and Ray Reconstruction (D, E and F) on d4r's own Vulkan inference ; engine instead of NVIDIA's kernels: the faster path, and the game shows the result of the frame it just rendered ; ([Latency] / [Interop] do not apply). Needs Mesa RADV with VK_KHR_cooperative_matrix and the models install.sh ; builds in d4r\engine (k, k-ldr, m, m-ldr, l, l-ldr, rr-d, rr-e, rr-f). Games or settings it does not cover, ; and a device that cannot run it, use the normal path; d4r_nvngx.log says why. ; auto = on when d4r\engine holds a model, true / false = always / never. Enabled = auto ; Another model K folder for games with the HDR flag (a path relative to the d4r folder, or a Windows path ; such as Z:\home\me\k) ModelDir = auto ; auto / vulkan = the network on the engine's shader, hip = on d4r's native HIP layer kernels when the model ; folder has them Network = auto [Paths] ; Linux paths. ; ROCm installation (default: the ROCm runtime in d4r\rocm, else /opt/rocm) RocmDir = auto ; Cache for the compiled DLSS kernels (default ~/.cache/d4r). The first launch fills it. CacheDir = auto [Debug] ; d4r's log is d4r\d4r_nvngx.log, rewritten at every launch. ; Profile = true measures stage timings and writes sampled timing lines. Profile = false ; Log the first 5 frames, then every Nth frame. 1 = every frame. Restart after changing. ; FSR RR stage summaries average N completed GPU samples. Env: D4R_PROFILE_LOG_EVERY ProfileLogEvery = 60 [Env] ; Extra environment variables for d4r, NAME = value. ; Sleeping event queries are the default; 0 restores context waits for an A/B comparison. ; D4R_SHIM_BLOCKING_SYNC = 0