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d4r/SUPPORTED_GAMES.md
woutermans 7117c38674 Add CUDA NGX Ray Reconstruction support
Run the signed CUDA-capable denoiser through feature 13 with independent D/E presets, pre-Init discovery, per-frame guide and camera snapshots, normalized integer guide staging, paired alpha output, and recorded-resource retirement.

Add the required ZLUDA/LLVM patch, behavioral configuration tests, GPU harness coverage, optional denoiser installation and packaging, and tested support limitations. Preserve upstream attribution and distinguish LLVM licensing from the ZLUDA portions of the patch.
2026-10-12 12:47:53 +02:00

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Supported games

The following DirectX 12 games run DLSS Super Resolution through d4r on the tested Radeon RX 7700 XT Linux setup with GE-Proton 11-3. All three Super Resolution models in the table run in each game; image-quality issues are noted below. Experimental Ray Reconstruction has a separate RX 9070 XT validation described under Cyberpunk 2077.

Game E: DLSS 3 CNN K: DLSS 4 M: DLSS 4.5
SILENT HILL Townfall Works Works Works
Ghost of Tsushima DIRECTOR'S CUT Works Works Works
Ready or Not Works Works; visible graphical artifacts with hdr enabled Works
Clair Obscur: Expedition 33 Works Works Works
Marvel's Spider-Man: Miles Morales Works Works; minor artifacts when HDR enabled and while the game is paused Works
The Last of Us Part I Works Works; visible graphical artifacts, including with HDR enabled Works
Control Ultimate Edition Works Works Works
Cyberpunk 2077 Works; occasional visual artifacts during gameplay Works Works
Alan Wake 2 Works Works Works
SILENT HILL 2 (2024) Works Works Works
Subnautica 2 Works Works; visible artifacts at Quality (other quality modes are fine) Works
Horizon Zero Dawn Remastered Works; stutters Works Works
Ratchet & Clank: Rift Apart Works; occasional artifacts in the pause menu Works; minor artifacts with HDR enabled and occasionally in the pause menu Works; occasional artifacts in the pause menu
Dying Light: The Beast Works Works Works; small visual artifacts throughout

General notes:

  • Select DLSS in the game's graphics settings where it is offered. OptiScaler can also feed DLSS from a game's FSR or XeSS inputs, but those are a fallback for games that hide DLSS and can ghost or show a black screen.
  • Experimental Ray Reconstruction requires a CUDA-capable 3.10.7 denoiser, matching lifetime-aware d3d12.dll/d3d12core.dll, and native FP8 WMMA for the validated gfx1201 path. Cyberpunk 2077 is verified below; RR in Alan Wake 2 and Control remains unverified, so keep it off for their documented setups.
  • Saving settings from the OptiScaler overlay ("Save INI") rewrites OptiScaler.ini and resets d4r's values to auto, including frame generation ([FrameGen] Enabled=false, FGInput=nofg, FGOutput=nofg) and [Inputs] EnableDlssInputs=true. Restore them afterwards, or keep a copy of the original file.

Game-specific setup:

  • The Last of Us Part I: the game's Streamline integration crashes on boot with OptiScaler. Rename sl.common.dll in the game folder to sl.common.dll.bak and select FSR 3.1 in the game's graphics settings; OptiScaler passes it to DLSS through d4r.

  • Control Ultimate Edition: keep ray tracing off for the documented setup. Older builds crashed when loading gameplay with ray tracing enabled; this game's integration has not been revalidated against the new RR route.

  • Cyberpunk 2077: GE-Proton 11-3 loads Wine's own ICU libraries instead of the game's, and the game aborts at launch (unimplemented function icuuc.dll.u_setMemoryFunctions_65). Add WINEDLLOVERRIDES="icuuc,icuin=n,b" to the launch options (fixed in GE-Proton 11-4).

    • Ray Reconstruction: Cyberpunk 2077 2.31 has been verified in loaded local saves on RX 9070 XT (gfx1201), GE-Proton 11-3, at 1920×1080 and 3840×2160 Ultra Performance with path tracing and RR enabled. The actual backend is DLSSD 310.7.0, CUDA feature 13, preset D; observed gameplay snapshots showed about 53 FPS at 1080p and 20 FPS at 4K, not comparative benchmarks.
    • Enable [Kernels] NativeFp8 = true and supply the CUDA-capable 3.10.7 nvngx_dlssd.dll beside the shim. Update game-local d3d12.dll and d3d12core.dll too: local overrides shadow a patched Proton prefix. RR preset E has separate temporal/alpha harness validation, not a Cyberpunk performance result. Newer DLSS 4.5 RR preset F is not implemented or validated. Scalar FP8 temporal RR is not validated after producing nonfinite output; RTX image-quality parity remains unverified.
  • Alan Wake 2: with the game's own DLSS inputs, every model shows heavy ghosting. Set AutoExposure=true under [InitFlags] in OptiScaler.ini (or enable auto exposure in the OptiScaler overlay), or select FSR 3.1 in the game instead so OptiScaler passes FSR inputs to DLSS.

  • Horizon Zero Dawn Remastered: the game loads dxgi.dll only from the Windows system folder, so OptiScaler is never loaded under that name. Rename dxgi.dll to version.dll and add WINEDLLOVERRIDES="version=n,b" to the launch options. d4r's d3d12core.dll is still picked up from the game folder.

  • Ratchet & Clank: Rift Apart: set Dxgi=false in OptiScaler.ini. With ray tracing on, OptiScaler's DXGI spoofing crashes the game at startup on AMD GPUs; the PROTON_FORCE_NVAPI=1 launch option already reports an NVIDIA GPU.

  • Dying Light: The Beast: use DLSS inputs; with FSR or XeSS inputs the screen stays black. The game passes its motion vectors as R16G16B16A16_TYPELESS, which needs a d4r build from 2026-09-28 or later (older builds reject every frame and show a black screen).

Choose a model with Model = E, Model = K, or Model = M under [DLSS] in the game's d4r/d4r.ini. Model compatibility does not imply equal performance; see the Townfall measurements for measured frame rates.