Files
d4r/SUPPORTED_GAMES.md
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ayo 694a7a0126 Add experimental native Vulkan DLSS frontend
Implement NGX's Vulkan API over the existing CUDA backend. Compute shaders
pack the game's sampled images into buffers shared with CUDA (device-local
memory exported through the Wine bridge), and a device event in the game's
command buffer holds its queue until the result is written back, keeping
frame age at zero. DLSS reads inputs through pitch-linear textures and its
native output kernel writes the shared buffer directly; input and
completion waits are adaptive.

Make it work across engines: shared buffers are concurrent over every
compute-capable queue family (Indiana Jones records DLSS on async compute),
depth kept in an R32F colour image is accepted under a depth aspect, and the
extension-requirement query allows a null list. Spare buffer sets are
imported on the first frame and never while a frame is pending, since an
import can block on GPU work that is waiting for us; host staging covers any
shortfall.

Fix two exit hazards. A game quitting without NGX shutdown left the GPU
waiting on an event that only a killed thread would set, resetting the ring
10 s later: the bridge now runs a shim hook before teardown and skips all
CUDA destroy/sync calls once Wine is shutting the process down. The shim's
own entry point skips CRT static destructors at process termination, where
locks held by killed threads made the exit spin forever.

Add a Vulkan DLSS harness (dynamic, recreate, discard, invalid, exit,
compute-queue and in-flight modes), staging/depth probes, ABI/config tests,
and an OptiScaler settings overlay for Vulkan games.
2026-10-09 02:57:23 -04:00

4.2 KiB

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 documented DLSS models run in each game; image-quality issues are noted in the table.

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.
  • d4r supports DLSS Super Resolution only. Keep DLSS Ray Reconstruction off in games that offer it (such as Cyberpunk 2077 and Alan Wake 2); Control requests it whenever ray tracing is on and crashes.
  • 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: turn ray tracing off. With ray tracing on, the game requests DLSS Ray Reconstruction, which d4r does not support, and crashes when loading into gameplay.

  • 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).

  • 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.