Files
d4r/packaging/D4R_README.txt
T
ayo 4334a0c3c4 Add RDNA4 (gfx12) support and a 0.1.2 optimization round
RDNA4 (experimental; untested on RDNA4 hardware)
- kernels/common/wmma_layout.h picks the WMMA operand/accumulator layout
  per target; K (pwin_*) and M (swin_*) index through it, so the same
  sources build for gfx11 and gfx12. D4R_WMMA_LAYOUT=12 on gfx11 is a test
  shim that runs the gfx12 indexing on gfx11 WMMA.

- M can use native e4m3 FP8 WMMA on gfx12 (D4R_NATIVE_FP8=1). Texture
  tails (enc0_tail, dec0_head) get gfx12 f16 and FP8 paths that match
  ZLUDA's gfx12 lowering.

- ZLUDA patch 0007: gfx12 WMMA helpers, optional native FP8 MMA
  (D4R_ZLUDA_WMMA_FP8_NATIVE), a layout override for testing, and an
  architecture argument for d4r_emit. Texture kernels are now compiled
  offline per target through d4r_emit (D4R_ZLUDA_EMIT) instead of on the
  local GPU.

- New d4r.ini option [Kernels] NativeFp8 (default on), wired through the
  shim and d4r_config.py. On gfx12 the bridge serves kernels/<arch>-fp8
  when it is on.

- The bridge picks the KFD GPU with the most SIMDs (so an iGPU is not
  chosen over a discrete GPU); D4R_GPU_ARCH overrides it.

- kernels/build.sh and package_release.sh build gfx1100-gfx1103 and
  gfx1200/gfx1201 (plus -fp8 variants), and D4R_BUNDLE_TEX takes
  per-target folders.

Performance (RDNA3; harness byte-identical unless noted)
- ZLUDA patch 0006: m16n8k8 f16 MMAs on WMMA (E; not bit-exact, 52-55 dB
  per layer, D4R_ZLUDA_WMMA_K8=0 disables it), per-key weight-image slots
  for native prep kernels (d4r_prep_key_at, d4r_prep_key_slots), and
  wave64 builds of MMA-free kernels (D4R_ZLUDA_WAVE64).

- M: packed FP8 encoding, conflict-free patch-merge reads, scalar weight
  loads in enc1, and weight prep once per weight set for the six enc3
  tube blocks.

- K: CU mode for the six non-wide pwin layers.

- Texture kernels: every DLSS flag variant is built natively (24 K output,
  8 M post, 4 M downsample, 4 M enc0), not only Townfall's; post and K
  output run as wave64.

- M direct output: rrlite_downsample_kernel writes the shim's output
  buffer; the shim's default direct-output presets are now 11,13.

Tools
- dump_runner takes the prep grid from d4r_prep_blocks and refuses
  texture/surface dumps.

- New pwin_check.py, swin_check.py, model_enc3.py and tail_check.hip.

Docs: README GPU table and RDNA4 notes, building (patches 0002-0007,
d4r_emit), native-kernels (RDNA4 section), performance (new numbers),
packaging README. Version 0.1.2.
2026-09-29 20:36:10 -04:00

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d4r @VERSION@: NVIDIA DLSS on AMD Radeon RDNA3 and RDNA4 under Linux and Proton
=====================================================================
d4r runs NVIDIA's own DLSS Super Resolution (DLSS 4 by default) on AMD Radeon RDNA3 and RDNA4 GPUs in
DirectX 12 games under Proton. OptiScaler (included) catches the game's DLSS calls and hands them to
d4r. d4r then runs NVIDIA's DLSS on the Radeon through ZLUDA, with the heaviest parts replaced by
kernels written for RDNA3 and RDNA4.
This is an early release, tested on one GPU (Radeon RX 7700 XT) in about a dozen DirectX 12 games.
SUPPORTED_GAMES.md in the source repository lists them, with per-game setup notes. Expect problems
in other games.
What you need
-------------
- An AMD RDNA3 or RDNA4 GPU. This build includes native DLSS 4 and 4.5 network kernels for
gfx1100–gfx1103 and gfx1200–gfx1201 unless the builder selected fewer targets. Only the RX 7700 XT
(gfx1101) has been tested on a real GPU. gfx1201 has emulator testing; gfx1200 has compile testing
only. Neither establishes RDNA4 runtime support, performance or driver stability. Texture-kernel
optimisations are included only for targets supplied by the builder.
- Linux with the amdgpu kernel driver (/dev/kfd). ROCm itself is not needed: the zip includes the
ROCm 7.2.4 runtime in d4r/rocm. RocmDir in d4r/d4r.ini selects another ROCm installation instead.
- GE-Proton 11 (tested: GE-Proton11-3), selected for the game in Steam.
@clean - Two NVIDIA files, which this zip does not include:
@clean - nvngx_dlss.dll, the DLSS library, version 310.7 or 310.9 (tested: 310.7.0 and 310.9.1).
@clean Many games ship one, but often an older version. The d4r kernels check the DLSS code they
@clean replace, so other versions still run, just slower.
@clean - _nvngx.dll, NVIDIA's NGX runtime from an NVIDIA Windows display driver (tested: the one from
@clean driver 596.36, file version 32.0.15.9636). Extract the driver installer, for example with
@clean 7-Zip, and look for _nvngx.dll.
@full - Nothing from NVIDIA: this zip already contains NVIDIA's DLSS library (nvngx_dlss.dll 310.7.0),
@full NVIDIA's NGX runtime (_nvngx.dll 32.0.15.9636) and output kernels built from NVIDIA's DLSS code.
Install
-------
1. Extract everything in this zip into the folder that holds the game's main .exe. For Unreal
Engine games that is <game>/<Project>/Binaries/Win64/, next to <Project>-Win64-Shipping.exe.
You get dxgi.dll, OptiScaler.ini, d3d12.dll, d3d12core.dll, this file and an d4r folder.
If the folder already has a dxgi.dll or OptiScaler.ini (another OptiScaler install), move those
out of the way first. Also remove PROTON_USE_OPTISCALER from the game's launch options if you
used GE-Proton's built-in OptiScaler: d4r brings its own.
@clean 2. Copy nvngx_dlss.dll into the d4r folder, and _nvngx.dll into d4r/ngx.
@clean 3. In Steam, open the game's Properties:
@full 2. In Steam, open the game's Properties:
- Compatibility: force GE-Proton11-3.
- Launch options:
PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100 %command%
@clean 4. Optional: check the install from a terminal in that folder:
@full 3. Optional: check the install from a terminal in that folder:
sh d4r/d4r-check.sh
@clean 5. Start the game and choose DLSS in its graphics settings.
@full 4. Start the game and choose DLSS in its graphics settings.
The first time DLSS starts, the game can freeze for a minute or more while DLSS's GPU kernels are
compiled. They are cached in ~/.cache/d4r, so later starts are quick.
Settings
--------
- d4r/d4r.ini: d4r's settings for this game. The main one is the DLSS model:
K (DLSS 4, default), E (DLSS 3 CNN, a little faster) or M (DLSS 4.5, slowest).
- On RDNA4, [Kernels] NativeFp8 is on by default. It selects native FP8 WMMA and the matching
gfx12-fp8 kernel folder; set it to false to use f16 widening. The FP8 path has not been tested
on a real RDNA4 GPU.
- OptiScaler.ini: OptiScaler's settings, such as its fps overlay and the render resolution of each
quality mode. Press Insert in game for OptiScaler's menu.
Each game has its own copy of both files.
Performance
-----------
Radeon RX 7700 XT, SILENT HILL Townfall at 2560x1440, a 62-second walk through the town, average fps:
Mode DLSS 3 CNN (E) DLSS 4 (K) DLSS 4.5 (M) FSR 4
Quality 72 69 51 76
Balanced 80 76 59 84
Performance 88 82 69 94
Ultra Performance 89 93 90 107
Native 2560x1440 (TSR, no upscaling): 49
DLSS 4 in every mode, and E and M at Quality, were measured with this release. The other E and M
figures come from the development setup, which runs the same kernels. Every DLSS frame is shown in
the frame it belongs to, so there is no added latency.
@clean This zip lacks the kernels built from NVIDIA's code, so its DLSS 4 is about 3 fps slower.
Why the launch options
----------------------
- PROTON_FORCE_NVAPI=1 lets Proton's NVAPI run on an AMD GPU and present the GPU as NVIDIA's.
OptiScaler only enables DLSS on NVIDIA hardware.
- DXVK_NVAPI_GPU_ARCH=AD100 reports an RTX 40 series (Ada) GPU. DLSS then loads the network
weights that match the kernels d4r runs.
If something goes wrong
-----------------------
- d4r's log is d4r/d4r_nvngx.log. It is rewritten at every launch. Lines starting with "d4r:" and
"nvcuda bridge:" name missing files or libraries.
- DLSS missing in the game's menu, or no d4r_nvngx.log: check the launch options and that the
files are next to the game's main .exe. For OptiScaler's own log, set LogToFile=true in
OptiScaler.ini's [Log] section.
- A wrong image: try Model = E in d4r/d4r.ini, and report the problem with both logs.
- Do not use d4r in games with anti-cheat. OptiScaler's DLL injection can get an account banned.
- Not supported: DLSS Frame Generation, DLSS Ray Reconstruction, DirectX 11 and Vulkan games.
Uninstall
---------
Delete dxgi.dll, OptiScaler.ini, OptiScaler.log (if present), d3d12.dll, d3d12core.dll,
D4R_README.txt and the d4r folder from the game folder, and clear the launch options. The kernel
cache in ~/.cache/d4r can be deleted too.
Licenses
--------
d4r is Apache License 2.0. The release also contains ZLUDA (Apache 2.0 or MIT), vkd3d-proton
(LGPL 2.1, patched) and OptiScaler 0.9.4 (GPL 3.0, unmodified). d4r/source/SOURCES.txt says where
each file comes from, and d4r/licenses has the license texts. d4r is not affiliated with NVIDIA,
AMD or the OptiScaler project.
@clean NVIDIA's files are yours to supply, under NVIDIA's terms.
@full NVIDIA's files in this zip (d4r/nvngx_dlss.dll, d4r/ngx/_nvngx.dll) and the kernels built from
@full NVIDIA's code (listed in d4r/source/SOURCES.txt) are NVIDIA's property, are not covered by
@full d4r's license, and are included by whoever distributes this zip, not by NVIDIA.