A standalone Vulkan inference engine (engine/) for DLSS presets K and M that runs from weights extracted from the user's own nvngx_dlss.dll, with d4r's own input, network and reconstruction shaders or the native HIP network layers, recorded into the game's command list by the shim. Opt-in ([Engine] Enabled / D4R_ENGINE=1); anything uncovered falls back to the CUDA/ZLUDA path with the reason logged. Byte-identical to NGX's CUDA backend under the phase-capable reference (1706x960 -> 2560x1440, native HIP network, eleven frames, RX 9070 XT): - K render- and display-resolution motion vectors, HDR and LDR - K game-supplied exposure and automatic exposure with any pre-exposure and exposure scale (one residual: effective exposure exactly 2 or 4) - K and M with the DLSS indicator's inverted-axis parameters - M with any exposure settings (NGX ignores them for M) K packages need the current compile_k.py (marker D4RO0003). Also: HIP shared buffers are pooled across feature recreation (ROCm leaks destroyed imports), hipnet.bin must match the preset, M-only games do not load the K model, install_d4r_runtime.sh stages k, k-ldr, m, m-ldr with hip/, the activation table has a generator (gen_activation_m.py), and package_release.sh can bundle the engine's shaders (never its weights). Signed-off-by: woutermans <[email protected]>
174 lines
11 KiB
Plaintext
174 lines
11 KiB
Plaintext
d4r @VERSION@: NVIDIA DLSS on AMD Radeon RDNA3 and RDNA4 under Linux and Proton
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=====================================================================
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d4r runs NVIDIA's own DLSS Super Resolution (DLSS 4 by default) on AMD Radeon RDNA3 and RDNA4 GPUs in
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DirectX 12 games under Proton. OptiScaler (included) catches the game's DLSS calls and hands them to
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d4r. d4r then runs NVIDIA's DLSS on the Radeon through ZLUDA, with the heaviest parts replaced by
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kernels written for RDNA3 and RDNA4.
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This is an early release, tested on one GPU (Radeon RX 7700 XT) in about a dozen DirectX 12 games.
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SUPPORTED_GAMES.md in the source repository lists them, with per-game setup notes. Expect problems
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in other games.
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What you need
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-------------
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- An AMD RDNA3 or RDNA4 GPU. This build includes native DLSS 4 and 4.5 network kernels for
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gfx1100–gfx1103 and gfx1200–gfx1201 unless the builder selected fewer targets. Only the RX 7700 XT
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(gfx1101) has been tested on a real GPU. gfx1201 has emulator testing; gfx1200 has compile testing
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only. Neither establishes RDNA4 runtime support, performance or driver stability. Texture-kernel
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optimisations are included only for targets supplied by the builder.
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- Linux with the amdgpu kernel driver (/dev/kfd). ROCm itself is not needed: the zip includes the
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ROCm 7.2.4 runtime in d4r/rocm. RocmDir in d4r/d4r.ini selects another ROCm installation instead.
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- GE-Proton 11 (tested: GE-Proton11-3), selected for the game in Steam.
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@installer - Internet access, Bash, curl, sha256sum and 7-Zip to run the included install.sh.
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@installer NVIDIA DLLs are downloaded during installation, under NVIDIA's terms.
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@clean - Two NVIDIA files, which this zip does not include:
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@clean - nvngx_dlss.dll, the DLSS library, version 310.7 or 310.9 (tested: 310.7.0 and 310.9.1).
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@clean Many games ship one, but often an older version. The d4r kernels check the DLSS code they
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@clean replace, so other versions still run, just slower.
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@clean - _nvngx.dll, NVIDIA's NGX runtime from an NVIDIA Windows display driver (tested: the one from
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@clean driver 596.36, file version 32.0.15.9636). Extract the driver installer, for example with
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@clean 7-Zip, and look for _nvngx.dll.
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@full - Nothing from NVIDIA: this zip already contains NVIDIA's DLSS library (nvngx_dlss.dll 310.7.0),
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@full NVIDIA's NGX runtime (_nvngx.dll 32.0.15.9636) and output kernels built from NVIDIA's DLSS code.
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Install
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-------
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1. Extract everything in this zip into the folder that holds the game's main .exe. For Unreal
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Engine games that is <game>/<Project>/Binaries/Win64/, next to <Project>-Win64-Shipping.exe.
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You get dxgi.dll, OptiScaler.ini, d3d12.dll, d3d12core.dll, this file and a d4r folder.
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When updating, replace both d3d12 DLLs with the shim: it requires their resource-lifetime extension.
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If the folder already has a dxgi.dll or OptiScaler.ini (another OptiScaler install), move those
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out of the way first. Also remove PROTON_USE_OPTISCALER from the game's launch options if you
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used GE-Proton's built-in OptiScaler: d4r brings its own.
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@installer 2. Run bash install.sh from a terminal (Bash, curl, sha256sum and 7zz/7z/7za required).
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@installer It downloads DLSS 310.7.0 and the NGX core from official NVIDIA sources, checks SHA-256,
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@installer and installs d4r/nvngx_dlss.dll and d4r/ngx/_nvngx.dll. No sudo is needed. The driver
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@installer archive is about 915 MiB; it is extracted, never executed. Downloads are temporary.
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@installer Run it again to check the files; differing existing DLLs are backed up before replacement.
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@clean 2. Copy nvngx_dlss.dll into the d4r folder, and _nvngx.dll into d4r/ngx.
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@installer 3. In Steam, open the game's Properties:
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@clean 3. In Steam, open the game's Properties:
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@full 2. In Steam, open the game's Properties:
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- Compatibility: force GE-Proton11-3.
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- Launch options:
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PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100 %command%
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@installer 4. Optional: check the install from a terminal in that folder:
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@clean 4. Optional: check the install from a terminal in that folder:
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@full 3. Optional: check the install from a terminal in that folder:
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sh d4r/d4r-check.sh
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@installer 5. Start the game and choose DLSS in its graphics settings.
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@clean 5. Start the game and choose DLSS in its graphics settings.
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@full 4. Start the game and choose DLSS in its graphics settings.
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The first time DLSS starts, the game can freeze for a minute or more while DLSS's GPU kernels are
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compiled. They are cached in ~/.cache/d4r, so later starts are quick.
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Settings
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--------
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- In d4r/d4r.ini, [Kernels] PreferAccuracy = true prioritizes fidelity over performance for every
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native kernel and the translated fallback. It selects separately built accuracy kernels, restores
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intermediate FP8 quantization and per-MMA f16 rounding, preserves denormal handling, and keeps
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NGX's synchronization calls. It defaults to false. Restart the game after changing it; the first
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start may compile a separate cache. Missing accuracy variants use translated kernels, never the
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fast native set. The mode aims to match NVIDIA's output, but 1:1 RTX image quality is not proven.
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- d4r/d4r.ini: d4r's settings for this game. The main one is the DLSS model:
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K (DLSS 4, default), E (DLSS 3 CNN, a little faster), M (DLSS 4.5), or L (DLSS 4.5
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for Ultra Performance, especially 4K; experimental). Set Model = L and select Ultra Performance
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in game or OptiScaler. Choosing the model does not change the render resolution.
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- On RDNA4, [Kernels] NativeFp8 is on by default. It selects native FP8 WMMA and the matching
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gfx12-fp8 kernel folder; set it to false to use f16 widening. The FP8 path has not been tested
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on a real RDNA4 GPU.
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- If L/M shows extra trails in motion, try [Kernels] NativeSwinEncoders = false with
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PreferAccuracy = true. This uses original translated enc1/enc2 layers while retaining other
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native acceleration. It reduced trails in a captured Townfall sequence on RX 7700 XT and costs
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some GPU time. Restart after changing it; other scenes and RDNA4 hardware still need testing.
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- [Engine] Enabled = true (experimental, off by default) runs DLSS 4 (K) and 4.5 (M) on d4r's own Vulkan
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inference engine: the upscale is recorded into the game's own frame instead of going through CUDA
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emulation. It needs Mesa RADV with VK_KHR_cooperative_matrix and the models in d4r/engine/k (K),
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d4r/engine/k-ldr (K in games without HDR), d4r/engine/m and d4r/engine/m-ldr (M). Games and settings
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it does not cover (other models, display-resolution motion vectors with M) keep using the normal path,
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and d4r/d4r_nvngx.log says which one ran and why. Tested in one game so far.
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This zip has only the engine's shaders in d4r/engine/k. The weights (weights.bin, offsets.bin,
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lut.bin) are read from your own nvngx_dlss.dll with the tools in d4r's source repository
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(engine/README.md); until they are there, d4r uses the normal path.
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- OptiScaler.ini: OptiScaler's settings, such as its fps overlay and the render resolution of each
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quality mode. Press Insert in game for OptiScaler's menu.
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[Libraries] NvngxPath=d4r\nvngx.dll explicitly selects d4r's shim; OptiDllPath=d4r is also
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needed for the other DLLs. Keep this route when restoring a customized INI during an update.
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Do not point NvngxPath at d4r\ngx\_nvngx.dll: that is NVIDIA's core for the shim's internal use.
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OptiScaler 0.9.4 resolves this relative override from the game's working directory. If a custom
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launcher uses a different working directory, use the shim's absolute Windows filename instead.
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Each game has its own copy of both files.
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Performance
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-----------
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Radeon RX 7700 XT, SILENT HILL Townfall at 2560x1440, a 62-second walk through the town, average fps:
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Mode DLSS 3 CNN (E) DLSS 4 (K) DLSS 4.5 (M) FSR 4
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Quality 72 69 51 76
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Balanced 80 76 59 84
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Performance 88 82 69 94
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Ultra Performance 89 93 90 107
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Native 2560x1440 (TSR, no upscaling): 49
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DLSS 4 in every mode, and E and M at Quality, were measured with this release. The other E and M
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figures come from the development setup, which runs the same kernels. Every DLSS frame is shown in
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the frame it belongs to, so there is no added latency.
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@clean This zip lacks the kernels built from NVIDIA's code, so its DLSS 4 is about 3 fps slower.
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Why the launch options
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----------------------
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- PROTON_FORCE_NVAPI=1 lets Proton's NVAPI run on an AMD GPU and present the GPU as NVIDIA's.
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OptiScaler only enables DLSS on NVIDIA hardware.
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- DXVK_NVAPI_GPU_ARCH=AD100 reports an RTX 40 series (Ada) GPU. DLSS then loads the network
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weights that match the kernels d4r runs.
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If something goes wrong
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-----------------------
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- d4r's log is d4r/d4r_nvngx.log. It is rewritten at every launch. Lines starting with "d4r:" and
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"nvcuda bridge:" name missing files or libraries.
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- DLSS missing in the game's menu, or no d4r_nvngx.log: check the launch options and that the
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files are next to the game's main .exe. Run sh d4r/d4r-check.sh: it checks file presence and
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OptiScaler's explicit NGX route separately. For OptiScaler's own log, set LogToFile=true in
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OptiScaler.ini's [Log] section. Its later "NVNGXProxy::InitNVNGX Loaded from" line should name
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d4r\nvngx.dll, not C:\windows\system32\_nvngx.dll. The startup "nvngx.dll not found!" warning
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can be expected with the shim under d4r/; do not move it into the game root to silence that check.
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- A wrong image: try Model = E in d4r/d4r.ini, and report the problem with both logs.
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- Do not use d4r in games with anti-cheat. OptiScaler's DLL injection can get an account banned.
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- Not supported: DLSS Frame Generation, DLSS Ray Reconstruction and DirectX 11.
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- Development builds expose an experimental native Vulkan NGX path using CPU staging.
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Youngblood is the first intended game test; gameplay remains unverified. See the
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project documentation (docs/vulkan.md) for its separate Vulkan setup and limits.
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Uninstall
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---------
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Delete dxgi.dll, OptiScaler.ini, OptiScaler.log (if present), d3d12.dll, d3d12core.dll,
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D4R_README.txt, install.sh (if present) and the d4r folder from the game folder, and clear the launch options. The kernel
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cache in ~/.cache/d4r can be deleted too.
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Licenses
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--------
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d4r is GNU General Public License, version 3 only (GPL-3.0-only). The release also contains ZLUDA (Apache 2.0 or MIT), vkd3d-proton
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(LGPL 2.1, patched) and OptiScaler 0.9.4 (GPL 3.0, unmodified). d4r/source/SOURCES.txt says where
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each file comes from, and d4r/licenses has the license texts. d4r is not affiliated with NVIDIA,
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AMD or the OptiScaler project, and is provided "as is", without warranty of any kind (GPL-3.0,
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sections 15 and 16).
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@clean NVIDIA's files are yours to supply, under NVIDIA's terms.
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@full NVIDIA's files in this zip (d4r/nvngx_dlss.dll, d4r/ngx/_nvngx.dll) and the kernels built from
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@full NVIDIA's code (listed in d4r/source/SOURCES.txt) are NVIDIA's property, are not covered by
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@full d4r's license, and are included by whoever distributes this zip, not by NVIDIA.
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@installer NVIDIA DLLs are downloaded by install.sh from NVIDIA/DLSS SDK 310.7.0 and driver 596.36.
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@installer The included kernels compiled from NVIDIA PTX remain NVIDIA's property and are not
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@installer covered by d4r's license. See d4r/source/SOURCES.txt for their provenance.
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