Add an experimental FSR Ray Regeneration backend for D3D12 RR requests: - Convert depth, motion, normals and albedos into AMD denoiser inputs. - Split and recompose diffuse/specular signals, then run Super Sampling. - Add stability/detail controls, demodulation guards and halo limiting. - Handle AMD provider discovery under NVIDIA GPU spoofing. - Add runtime probes, synthetic reference scenes and per-dispatch profiling. Add exact gfx11 DLSS-RR inference using f16 cooperative matrices: - Reproduce FP8 conversions, accumulation and camera reprojection arithmetic. - Widen model weights and avoid requiring VK_EXT_shader_float8. - Extend model building, replay tools and descriptor metadata. Expand motion preprocessing and experimental AW2 native-motion support: - Add tiled LDS dilation, padded allocation handling and thin-only sky fill. - Order dilation with input waits and NGX on the selected stream. - Add jitter-aligned native composition, hybrid routing and wire history repair. - Add prepared masks, sparse repair and independent motion/repair controls. Add optional fused R11G11B10 input/output conversion, sampled stage timings and profile summarization. Extend configuration, packaging, documentation, FidelityFX headers and CPU/GPU regression coverage.
125 lines
6.8 KiB
INI
125 lines
6.8 KiB
INI
; Modified in this fork for CUDA Ray Reconstruction support and validation (2026).
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; d4r settings for this game. This file lives in the game's d4r folder and applies to this game only.
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; "auto" means the built-in default. Any setting can also be overridden with the environment variable
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; that config/d4r.ini.default in the source repository lists for it, e.g. in the game's launch options.
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[DLSS]
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; DLSS model recommendations:
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;
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; Model | DLSS | Recommended modes | Notes
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; ------+-------+---------------------------------+----------------------------------
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; K | 4 | DLAA / Quality / Balanced | Default; faster alternative to M/L
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; M | 4.5 | Performance | More demanding on RDNA3
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; L | 4.5 | Ultra Performance | Especially 4K; experimental
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; E | 3 CNN | Quality / Balanced / Performance | Legacy faster fallback
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; F | 3 CNN | DLAA / Ultra Performance | Deprecated; prefer K or L
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;
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; Select the upscaling mode separately in game/OptiScaler. These are recommendations;
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; other modes are allowed. L requires the L texture build.
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; game = use the game/OptiScaler choice. Benchmarks: D4R_README.txt.
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Model = K
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; NVIDIA's library marks the image "DLSS SDK - DO NOT DISTRIBUTE" in this setup; d4r turns that off.
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; true shows it.
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ShowWatermark = false
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[RayReconstruction]
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; Requires a CUDA-capable nvngx_dlssd.dll (tested: 310.7) beside nvngx.dll and RR enabled in game.
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; auto uses the denoiser when available; false disables the route.
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; RR D/E temporal validation on gfx1201 uses [Kernels] NativeFp8 = on; scalar FP8 RR is not validated.
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Enable = auto
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; Independent denoiser presets: auto (game choice), default, D, E (transformer) or F (DLSS 4.5).
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; E and F through NVIDIA's library need a denoiser DLL containing that model (F: 310.9 or later). On the engine
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; ([Engine]) F runs from the model in d4r\engine\rr-f; frames the library serves instead show
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; preset D when the DLL is older (d4r_nvngx.log says so).
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Model = auto
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; dlss: NVIDIA's DLSS Ray Reconstruction (the default). fsr: experimental AMD FSR Ray Regeneration 1.2,
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; then the Super Sampling above upscales. Needs AMD's amd_fidelityfx_denoiser_dx12.dll in the d4r folder
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; (or FsrDenoiser = its path). Restart the game after changing it.
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Backend = dlss
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FsrDenoiser = auto
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; Backend = fsr tuning. FsrStabilityBias: the AMD denoiser's temporal stability bias; auto = AMD's
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; default (1), which blurs reflections and fine detail; 0 measured sharper and closer to the noise-free
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; truth, moving or still (D4R_FSR_RR_STABILITY_BIAS). FsrDetail: the share (0-1) of the colour that goes
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; around the denoiser, keeping detail it removes as noise (hair, water ripples, foliage) at the cost of some
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; grain; 0 = off (D4R_FSR_RR_DETAIL).
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FsrStabilityBias = auto
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FsrDetail = 0
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[Latency]
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; 0: every frame shows its own DLSS result, as with a native upscaler (needs the d3d12.dll that came
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; with d4r next to the game).
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; 1-3: allow results up to that many frames old. Slightly more fps, more input latency.
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FrameAge = 0
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[Kernels]
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; Prioritize fidelity over speed. Uses accuracy variants of all native kernels, preserves NVIDIA's
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; intermediate FP8/f16 rounding and denormal handling, and keeps NGX's synchronization calls.
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; Slower but aims to match RTX DLSS.
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PreferAccuracy = false
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; false reduces L/M motion trails by using original enc1/enc2 layers; other native kernels stay on.
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; Best paired with PreferAccuracy = true; costs some GPU time. Restart after changing this.
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NativeSwinEncoders = true
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; Hand-written RDNA3 and RDNA4 kernels for the DLSS 4 and 4.5 networks (d4r\kernels). Each one is used
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; only when your DLSS library's code for that kernel matches the code it was written for; otherwise
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; that kernel is compiled from NVIDIA's code instead, which is slower but still correct.
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NativeKernels = on
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; RDNA4 (RX 9000 series) only: run DLSS's FP8 math on the GPU's native FP8 matrix units, with NVIDIA's
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; own FP8 rounding in the DLSS 4.5 (M) layers. off runs it as 16-bit math, as on RDNA3. Ignored on
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; other GPUs.
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NativeFp8 = on
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[Interop]
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; Experimental thin-feature tracking: 0 = off; 1/2 = opaque-surface dilation radius.
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; Both enabled values fill sky gaps from the nearest foreground within 8 render pixels.
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; Requires render- or display-resolution, unjittered motion vectors and same-frame linear VRAM inputs. Restart to change.
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; Unsupported features keep original vectors; larger radii may affect disocclusion edges.
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MotionVectorDilation = 0
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; Opt-in sky-fill experiment for equal render/motion grids: borrow only from foreground
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; runs <=3 pixels along either axis. Opaque dilation is unchanged. Restart to change.
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; Unsupported routes retain nearest-foreground fill. (D4R_MOTION_THIN_SKY)
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MotionDilationThinSky = false
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; Keep inputs and output in video memory. Readiness uses adaptive CPU polling by default.
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VramInterop = true
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; auto: adaptive input-marker polling; N: fixed interval in microseconds (0 yields).
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MarkerPollUs = auto
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LinearInputs = true
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ElideNgxSync = true
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; Lets DLSS's last kernel write straight into the game's output buffer (DLSS 4 / K only). It takes
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; effect only while d4r's own output kernel runs, which it does when the DLSS library matches.
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DirectOutput = auto
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[Engine]
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; Runs DLSS 4 and 4.5 (models K, L and M) and Ray Reconstruction (D, E and F) on d4r's own Vulkan inference
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; engine instead of NVIDIA's kernels: the faster path, and the game shows the result of the frame it just rendered
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; ([Latency] / [Interop] do not apply). Needs Mesa RADV with VK_KHR_cooperative_matrix and the models install.sh
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; builds in d4r\engine (k, k-ldr, m, m-ldr, l, l-ldr, rr-d, rr-e, rr-f). Games or settings it does not cover,
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; and a device that cannot run it, use the normal path; d4r_nvngx.log says why.
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; auto = on when d4r\engine holds a model, true / false = always / never.
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Enabled = auto
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; Another model K folder for games with the HDR flag (a path relative to the d4r folder, or a Windows path
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; such as Z:\home\me\k)
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ModelDir = auto
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; auto / vulkan = the network on the engine's shader, hip = on d4r's native HIP layer kernels when the model
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; folder has them
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Network = auto
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[Paths]
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; Linux paths.
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; ROCm installation (default: the ROCm runtime in d4r\rocm, else /opt/rocm)
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RocmDir = auto
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; Cache for the compiled DLSS kernels (default ~/.cache/d4r). The first launch fills it.
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CacheDir = auto
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[Debug]
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; d4r's log is d4r\d4r_nvngx.log, rewritten at every launch.
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; Profile = true measures stage timings and writes sampled timing lines.
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Profile = false
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; Log the first 5 frames, then every Nth frame. 1 = every frame. Restart after changing.
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; FSR RR stage summaries average N completed GPU samples. Env: D4R_PROFILE_LOG_EVERY
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ProfileLogEvery = 60
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[Env]
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; Extra environment variables for d4r, NAME = value.
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; Sleeping event queries are the default; 0 restores context waits for an A/B comparison.
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; D4R_SHIM_BLOCKING_SYNC = 0
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