Implement native NGX feature-13 RR through a LUID-matched D3D12/Vulkan shared-memory and timeline-fence bridge. Add owned parameter snapshots, GPU resource lifetime handling, inherited/enhanced barriers, optional guides, sampled input formats and depth-plane support with stencil preservation. Separate RR initialization from the SR CUDA runtime and expose explicit backend/model selection through player configuration. Add synthetic bridge, snapshot and NGX lifecycle harnesses covering camera/history/reset, parameter mutation, delayed submission, early release, capability gating and unsupported-input rejection. Add exact gfx11 D/E model generation, verified caches, versioned local deployment with configuration backups, and isolated portable model tools with pinned Python, NumPy and glslang dependencies. Extend Windows K benchmarking and private native-cache selection. Fix LLVM 22 emitter/helper compatibility and preserve exact-output validation for local output-kernel optimization. Add native FSR RR provider diagnostics, local development package refresh tooling, installer/checker updates, FidelityFX headers and Windows parity documentation. Keep NVIDIA binaries, derived models and private optimized kernels out of distributable packages. Native RR evidence remains synthetic; game validation, FSR RR dispatch, installer integration and Linux performance parity remain incomplete.
77 lines
5.1 KiB
Plaintext
77 lines
5.1 KiB
Plaintext
d4r for Windows: NVIDIA DLSS on AMD Radeon RDNA3 and RDNA4
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===========================================================
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d4r runs NVIDIA's own DLSS (DLSS 4 by default) on a Radeon GPU in DirectX 12 games. OptiScaler
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(included) catches the game's upscaler calls and hands them to d4r.
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This is an early release. RX 7700 XT has passed native Windows synthetic checks and limited
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game-frame tests. RX 9070 XT also has recorded hardware tests; other targets are compile-tested.
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These checks do not establish broad game support or Linux performance parity.
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SUPPORTED_GAMES.md in the source repository lists the tested games. Expect problems.
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What you need
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-------------
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- Windows 11, a Radeon RX 7000 or RX 9000 series GPU, a current AMD Adrenalin driver.
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- A DirectX 12 game without anti-cheat (OptiScaler injects a DLL; it can get an account banned).
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- NVIDIA DLSS files. The ZIP does not include them. Run install.bat to download official, pinned files.
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It downloads DLSS SR 310.9.1, Ray Reconstruction 310.9.1, and extracts _nvngx.dll from the
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official NVIDIA 617.14 driver without installing or changing the driver. SR is stored under d4r\dlss;
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RR is stored separately under d4r\rr so SR startup cannot auto-load an RR feature. It needs internet access
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and about 1 GiB temporary space. The driver archive and DLSS files are SHA256-verified.
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NVIDIA license terms apply. Files stay local and outside public d4r packages.
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Install
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-------
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1. Extract this ZIP into the folder that holds the game's main .exe. For Unreal Engine games that
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is <game>\<Project>\Binaries\Win64, next to <Project>-Win64-Shipping.exe.
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If the folder already has a dxgi.dll or OptiScaler.ini (another OptiScaler install), or a
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d3d12.dll from a Linux install, move those out first.
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2. Run install.bat and accept the download prompt. Existing d4r DLLs are backed up outside the game
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folder with their original paths and SHA256 hashes. Verified downloads are cached in
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%LOCALAPPDATA%\d4r\cache.
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The Ray Reconstruction DLL alone does not enable RR. Experimental native RR requires a locally
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generated D/E model and explicit d4r.ini selection; game compatibility remains unverified.
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3. Optional: check the install. In the game folder, open PowerShell and run
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powershell -ExecutionPolicy Bypass -File d4r\d4r-check.ps1
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4. Start the game from Steam, Epic or a shortcut as usual. In its graphics settings choose DLSS
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(or FSR 3.1/XeSS if DLSS is hidden; OptiScaler then feeds DLSS). Keep frame generation off.
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Press Insert in game for OptiScaler's menu.
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The first time DLSS starts, the game can freeze for several minutes while DLSS's GPU kernels are
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compiled. They are cached in %LOCALAPPDATA%\d4r\cache, so later starts are quick.
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Settings
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--------
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Edit d4r\d4r.ini (it is commented) and restart the game. Each game has its own copy.
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- Model: E (preset 5), K (11, DLSS 4), L (12) or M (13, DLSS 4.5). E and L set NGX hints only; the standalone engine and L texture kernels are not integrated. Select quality mode in the game.
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- Kernels/NativeFp8: experimental RDNA4 setting. Requires a matching gfx12 native-FP8 M bundle; keep false with the standard FP16 release. Token-lane and hardware-pack builds remain unvalidated on GPU.
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- AsyncInterop, ValidateOutput, Log: for testing and bug reports; the defaults are the tested setting.
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- RayReconstruction/Backend: off by default. native selects experimental native D3D12/Vulkan RR;
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ModelDir selects your locally generated D/E model (auto: d4r\engine\rr-d). Relative paths resolve
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beside d4r.ini. No model is bundled or automatically generated by install.bat yet.
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fsr currently rejects RR requests because native Windows FSR RR execution is unavailable.
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OptiScaler's own settings (overlay, render ratios) are in OptiScaler.ini.
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If something goes wrong
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-----------------------
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- Run d4r\d4r-check.ps1: it prints ok / MISSING / note lines with the fix for each problem.
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- d4r\d4r_nvngx.log is rewritten at every launch. A line "d4r: DLSS disabled: ..." says why.
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- DLSS missing in the menu and no d4r_nvngx.log: the files are not next to the game's main .exe.
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- For a bug report run d4r\d4r-check.ps1 -Report and send the ZIP it puts on your Desktop,
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with your GPU, the game, the model and what the image looked like. Logs can contain folder names.
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- Not supported: frame generation, standalone inference engine selection in the game, DirectX 11,
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Vulkan game integration, or FSR RR. Native DLSS RR has synthetic feature-13 validation only;
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it does not establish game compatibility or NVIDIA reference quality. E/L hints do not establish full parity.
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Uninstall
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---------
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Delete dxgi.dll, OptiScaler.ini, OptiScaler.log (if present), WINDOWS_README.txt and the d4r folder
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from the game folder. The cache in %LOCALAPPDATA%\d4r can be deleted too. Nothing else was changed.
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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). This ZIP also contains ZLUDA (Apache 2.0 or MIT), OptiScaler (GPL 3.0,
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patched; the patches are in the source repository), and AMD's HIP runtime. d4r\licenses has the
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texts. d4r is not affiliated with NVIDIA, AMD or the OptiScaler project. NVIDIA's files are yours
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to supply, under NVIDIA's terms.
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