; d4r configuration: official NVIDIA DLSS on AMD (ZLUDA + Wine CUDA bridge + NGX shim) ; ; Read by scripts/run_game_d4r_optiscaler_proton.sh at every game launch. The first launch copies ; this file to ~/.config/d4r/d4r.ini (or D4R_CONFIG); edit that copy. Changes apply at the next launch. ; ; Every value can be left as "auto" (or empty) to keep the built-in default. An environment variable ; set before launching (e.g. D4R_DLSS_PRESET=11) always wins over this file. ; Paths may use ~ for your home directory. [Launch] ; Used by scripts/d4r_play.sh (one-command launch). Examples: ; ProtonDir = ~/.local/share/Steam/compatibilitytools.d/GE-Proton11-3 ; CompatDataDir = ~/.local/share/Steam/steamapps/compatdata/ ; GameExe = ~/Games/MyGame/Binaries/Win64/MyGame-Win64-Shipping.exe ProtonDir = CompatDataDir = GameExe = [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. ; Aliases: CNN = E, DLSS4 = K, DLSS4.5 = M. A/B/C/D/G/J use K in this DLL version. ; auto = use the game/OptiScaler choice. Benchmarks: docs/performance.md. Model = K [Latency] ; How many frames old the upscaled image the game presents may be. ; 0 = same frame (no added latency, no trailing artefacts; needs VkD3DDir below) ; 1 = at most 1 frame old ; 2 = 2 frames old (roughly +20% fps with DLSS 4.5, adds ~2 frames of input latency, ; fast motion can trail) ; 3 = 2-3 frames old (about the same fps as 2 in practice) FrameAge = 0 [Kernels] ; Prefer NVIDIA's original arithmetic over speed for every native kernel and the translated fallback. ; Restores intermediate FP8 quantization, per-MMA f16 rounding and original denormal handling; keeps ; NGX's synchronizations. Selects accuracy variants in NativeKernelDir*/accuracy (or a marked accuracy ; directory directly). Missing accuracy kernels use translated PTX, never the fast set. Slower; this ; aims for fidelity, but RTX image parity is not proven. (D4R_PREFER_ACCURACY) PreferAccuracy = false ; false: use original translated enc1/enc2 layers for L/M, retaining other native kernels. ; Reduces the native encoders' motion trails seen in Townfall; best paired with PreferAccuracy. ; Costs some GPU time. Manifest required for selective fallback; flat sets fall back entirely. ; (D4R_NATIVE_SWIN_ENCODERS) NativeSwinEncoders = true ; Native RDNA3 / RDNA4 kernels for the DLSS 4 and 4.5 network layers (replace ZLUDA's translated code). ; fast = native kernels with relaxed numerics (unless PreferAccuracy is true) ; exact = a separately built directory with conservative FP8/f16 rounding; not an RTX parity guarantee ; off = ZLUDA-translated kernels only ; fast/exact need the code objects built by the native-kernel tools ([Paths] NativeKernelDir*). NativeKernels = off ; FP8 tensor-core emulation on RDNA3 WMMA (much faster than the scalar path). Fp8Wmma = true ; RDNA4 only: FP8 MMAs on the native FP8 WMMA (and the -fp8 native kernel variants); off widens FP8 to f16 as ; on RDNA3. Ignored on other GPUs. (D4R_ZLUDA_WMMA_FP8_NATIVE) NativeFp8 = true ; Drop per-instruction flush-to-zero mode switches in ZLUDA-compiled kernels ; (only values below ~1e-38 differ; a little faster). IgnoreDenormals = true ; Thread-block bound assumed for kernels without launch bounds (256 avoids register spills). ImplicitMaxBlock = 256 [Interop] ; Experimental foreground motion coverage for thin geometry. 0 = original vectors; ; 1/2 = opaque-surface dilation radius in render pixels; both automatically fill sky gaps ; from the nearest foreground within 8 render pixels. Needs render- or display-resolution, unjittered motion vectors ; and same-frame linear VRAM inputs; unsupported features retain original vectors. ; Default off. May affect disocclusion edges. (D4R_MOTION_DILATION) MotionVectorDilation = 0 ; Keep DLSS inputs and output in VRAM (vkd3d-proton Vulkan interop) instead of copying through ; system memory. Falls back automatically when the game's resources do not qualify. VramInterop = true ; Wait for the input copies before DLSS runs (prevents beaded thin lines in motion). Keep on. InputSync = true ; Faster hand-offs between the game and DLSS (same frame, same result). Need FrameAge = 0 and VRAM ; interop, and a runtime built from this checkout (scripts/install_d4r_runtime.sh). ; Input readiness is checked with CPU sleeps; recorded-but-discarded lists never queue GPU waits. ; LinearInputs: DLSS reads the game's inputs in place once the input marker is ready ; DirectOutput: the result is written straight into the game-side buffer (preset K, and only while ; NGX runs the native output kernel; drops NVIDIA's "DLSS SDK" watermark) ; ElideNgxSync: removes NGX's internal CPU waits between its GPU stages ; EvalSync = false: no CPU wait between DLSS and the output copy ; MarkerPollUs: how often (microseconds) the CPU checks for the game's inputs LinearInputs = true DirectOutput = true ElideNgxSync = true EvalSync = false MarkerPollUs = 200 [Paths] ; auto = defaults of scripts/d4r_proton_env.sh RuntimeDir = auto ; ZLUDA build (directory with libcuda.so / libnvcuda.so) ZludaDir = auto RocmDir = auto ; d4r-patched vkd3d-proton (d3d12.dll + d3d12core.dll); required for FrameAge = 0 VkD3DDir = auto ; JIT cache directory (XDG_CACHE_HOME): auto = the default ~/.cache; per-zluda = one per ZLUDA build, ; ~/.cache/d4r-perf-game-jit- (a new ZLUDA build compiles every kernel once on first use) JitCacheDir = auto ; Native kernel code objects, one directory per NativeKernels mode NativeKernelDirFast = auto NativeKernelDirExact = auto [Game] ; Unreal Engine games: extra console variables applied for this launch only (the game's Engine.ini is ; backed up and restored on exit). Example for sharper thin lines in SILENT HILL Townfall: ; EngineIni = ~/.local/share/Steam/steamapps/compatdata//pfx/drive_c/users/steamuser/AppData/Local/Townfall/Saved/Config/Windows/Engine.ini ; Cvars = r.Tonemapper.Sharpen=0;r.SceneColorFringeQuality=0 EngineIni = Cvars = [OptiScaler] ; OptiScaler's own FPS overlay (top left) FpsOverlay = true ; 0 = simple ... 3 = detailed with frame-time graph FpsOverlayType = 3 LogLevel = 2 ; Override the render resolution OptiScaler requests per quality mode, e.g. 2.0 turns the game's ; "Quality" into Performance-level input (1280x720 for 1440p). auto = the game's choice. QualityRatioQuality = auto QualityRatioBalanced = auto QualityRatioPerformance = auto QualityRatioUltraPerformance = auto ; Any other OptiScaler.ini settings for this launch, "Section.Key=value;Section.Key=value" Extra = [Overlay] ; MangoHud FPS counter (top right) MangoHud = false MangoHudConfig = fps,frametime,frame_timing=0,gpu_stats=0,cpu_stats=0,position=top-right,font_size=36 [Debug] ; Per-frame timing lines in the shim log (d4r_nvngx.log) Profile = false ; Log directory (auto = ~/.cache/d4r-dlss-captures/game--