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.
59 lines
2.7 KiB
INI
59 lines
2.7 KiB
INI
; d4r settings for this game (Windows). This file lives in the game's d4r folder and applies to
|
|
; this game only. Edit it with Notepad, save, and restart the game. Mistakes are reported in
|
|
; d4r\d4r_nvngx.log and by d4r-check.ps1; an invalid value falls back to the default shown here.
|
|
;
|
|
; Native Ray Reconstruction is experimental and requires a locally generated D/E model.
|
|
|
|
[DLSS]
|
|
; DLSS model:
|
|
;
|
|
; Model | DLSS | Recommended modes | Notes
|
|
; ------+------+----------------------------+--------------------------------------
|
|
; K | 4 | DLAA / Quality / Balanced | Default; faster
|
|
; M | 4.5 | Performance | More demanding
|
|
; E | 3 | Quality / Balanced | Legacy CNN; no native Windows layer acceleration
|
|
; L | 4.5 | Ultra Performance | Experimental; not Windows-validated
|
|
;
|
|
; Select the quality mode (Quality, Performance, ...) in the game or the OptiScaler menu (Insert).
|
|
; E and L select NGX preset hints only. They do not enable standalone engine paths.
|
|
Model = K
|
|
; NVIDIA's library stamps "DLSS SDK - DO NOT DISTRIBUTE" over the image; d4r turns that off.
|
|
; true shows it.
|
|
ShowWatermark = false
|
|
|
|
[Interop]
|
|
; Experimental: lets the game continue while DLSS runs on the GPU instead of waiting for it.
|
|
; Requires a game that uses one D3D12 command queue. Off is the tested setting. Whether it is
|
|
; faster depends on the game and has not been measured broadly; turn it off if the game crashes,
|
|
; stutters or shows a wrong image.
|
|
AsyncInterop = false
|
|
|
|
[Debug]
|
|
; Check every DLSS output for invalid values (NaN/Inf) on the GPU. Costs some speed; use it only
|
|
; when reporting a problem.
|
|
ValidateOutput = false
|
|
; normal: errors and a summary in d4r\d4r_nvngx.log. verbose: every API call and kernel launch
|
|
; (large log; use it only when asked for a bug report).
|
|
Log = normal
|
|
|
|
[Paths]
|
|
; Folder for the compiled DLSS kernels. auto = %LOCALAPPDATA%\d4r\cache. The first launch fills it
|
|
; and can take several minutes; later launches are quick.
|
|
CacheDir = auto
|
|
; Optional complete private native kernel directory, generated locally from your DLLs.
|
|
; auto uses the packaged kernels. Relative paths resolve beside this d4r.ini.
|
|
NativeDir = auto
|
|
|
|
[Kernels]
|
|
; Experimental RDNA4 only. Requires a matching token-lane FP8 M bundle; startup refuses this
|
|
; setting if d4r/native/<gfx12>/d4r-native-fp8.txt is absent. Default keeps the FP16 path.
|
|
NativeFp8 = false
|
|
|
|
[RayReconstruction]
|
|
; off is the default. native uses the local Vulkan RR engine through native D3D12.
|
|
; fsr is currently unavailable and rejects RR requests. No fallback to noisy upscaling.
|
|
Backend = off
|
|
; auto selects d4r/engine/rr-d. Relative paths resolve beside this d4r.ini.
|
|
; Generate the D/E model locally; model data is not bundled in the ZIP.
|
|
ModelDir = auto
|