Files
d4r/packaging/windows/d4r.ini
T
ayo 247fe1092d Advance native Windows RR integration, kernel tooling and local packaging
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.
2026-10-16 12:53:26 -04:00

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