Files
d4r/config/d4r.ini.default
T
ayo 0e851b7f90 release: prepare 0.1.5 with RDNA2 kernels and in-game DLSS/FSR switching
- Add native preset K kernels for gfx1030–gfx1036 using software matrix
  products, with fast and accuracy builds and RDNA2 motion kernels.
- Follow OptiScaler's DLSS and RR preset overrides, sanitize unsupported
  values and select the preset matching the feature's quality mode.
- Enable FSR 4 under NVIDIA GPU spoofing by exposing real AMD PCI IDs
  to OptiScaler and FidelityFX modules; bundle AMD's loader and upscaler.
- Keep K on native kernels in engine auto mode unless HIP is selected,
  and fall back to CUDA for M/L when shader_float8 is unavailable.
- Add native-engine K GPU timings, preset recreation harness controls
  and regression coverage; fix the input-wait test's glibc name clash.
- Update configuration, installer guidance and release documentation,
  simplify the README and move gameplay videos to docs/videos.md.

RDNA2 kernels remain untested on RDNA2 hardware; software matrix
arithmetic was validated against WMMA on RDNA3.
2026-10-17 16:05:09 -04:00

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; Modified in this fork for CUDA Ray Reconstruction support and validation (2026).
; d4r configuration: official NVIDIA DLSS on AMD (ZLUDA + Wine CUDA bridge + NGX shim)
;
; Read by scripts/run_game_d4r_optiscaler_proton.sh at every game launch. The first launch copies
; this file to ~/.config/d4r/d4r.ini (or D4R_CONFIG); edit that copy. Changes apply at the next launch.
;
; Every value can be left as "auto" (or empty) to keep the built-in default. An environment variable
; set before launching (e.g. D4R_DLSS_PRESET=11) always wins over this file.
; Paths may use ~ for your home directory.
[Launch]
; Used by scripts/d4r_play.sh (one-command launch). Examples:
; ProtonDir = ~/.local/share/Steam/compatibilitytools.d/GE-Proton11-3
; CompatDataDir = ~/.local/share/Steam/steamapps/compatdata/<appid>
; GameExe = ~/Games/MyGame/Binaries/Win64/MyGame-Win64-Shipping.exe
ProtonDir =
CompatDataDir =
GameExe =
[DLSS]
; DLSS model recommendations:
;
; Model | DLSS | Recommended modes | Notes
; ------+-------+---------------------------------+----------------------------------
; K | 4 | DLAA / Quality / Balanced | Default; faster alternative to M/L
; M | 4.5 | Performance | More demanding on RDNA3
; L | 4.5 | Ultra Performance | Especially 4K; experimental
; E | 3 CNN | Quality / Balanced / Performance | Legacy faster fallback
; F | 3 CNN | DLAA / Ultra Performance | Deprecated; prefer K or L
;
; Select the upscaling mode separately in game/OptiScaler. These are recommendations;
; other modes are allowed. L requires the L texture build.
; Aliases: CNN = E, DLSS4 = K, DLSS4.5 = M. A/B/C/D/G/J use K in this DLL version.
; auto = use the game/OptiScaler choice. Benchmarks: docs/performance.md.
Model = K
[RayReconstruction]
; Runs NVIDIA's nvngx_dlssd.dll denoiser, separate from Super Resolution.
; auto enables the CUDA route when the NGX core reports the denoiser initialized and available.
; false disables it. Select Ray Reconstruction and ray tracing in the game.
; RR D/E temporal validation on gfx1201 requires native FP8 WMMA ([Kernels] NativeFp8 = true).
; The scalar FP8 RR path is not validated.
Enable = auto
; auto preserves the game's choice; default = NVIDIA's default, D/E = transformer models.
; These presets are independent of [DLSS] Model. E requires a DLL that contains that model.
Model = auto
; Which denoiser answers a game's Ray Reconstruction request (D4R_RR_BACKEND):
; dlss = NVIDIA's DLSS Ray Reconstruction (Model above), the default.
; fsr = experimental: AMD's FSR Ray Regeneration 1.2 (amd_fidelityfx_denoiser_dx12.dll, unmodified)
; denoises at render resolution, then Super Sampling ([DLSS] Model) upscales to the game's
; output size. D3D12 only. The game's combined colour is split into diffuse and specular
; by its albedos, which is an approximation; see docs/fsr-ray-regeneration.md.
; Changing it needs a game restart (or the game recreating its Ray Reconstruction feature).
Backend = dlss
; The AMD denoiser DLL for Backend = fsr (D4R_FSR_RR_DLL). auto: amd_fidelityfx_denoiser_dx12.dll in
; the d4r folder.
FsrDenoiser = auto
; Backend = fsr tuning. FsrStabilityBias: the AMD denoiser's temporal stability bias; auto = AMD's
; default (1), which blurs reflections and fine detail; 0 measured sharper and closer to the noise-free
; truth, moving or still (D4R_FSR_RR_STABILITY_BIAS). FsrDetail: the share (0-1) of the colour that goes
; around the denoiser, keeping detail it removes as noise (hair, water ripples, foliage) at the cost of some
; grain; 0 = off (D4R_FSR_RR_DETAIL).
FsrStabilityBias = auto
FsrDetail = 0
[Latency]
; How many frames old the upscaled image the game presents may be.
; 0 = same frame (no added latency, no trailing artefacts; needs VkD3DDir below)
; 1 = at most 1 frame old
; 2 = 2 frames old (roughly +20% fps with DLSS 4.5, adds ~2 frames of input latency,
; fast motion can trail)
; 3 = 2-3 frames old (about the same fps as 2 in practice)
FrameAge = 0
[Kernels]
; Prefer NVIDIA's original arithmetic over speed for every native kernel and the translated fallback.
; Restores intermediate FP8 quantization, per-MMA f16 rounding and original denormal handling; keeps
; NGX's synchronizations. Selects accuracy variants in NativeKernelDir*/accuracy (or a marked accuracy
; directory directly). Missing accuracy kernels use translated PTX, never the fast set. Slower; this
; aims for fidelity, but RTX image parity is not proven. (D4R_PREFER_ACCURACY)
PreferAccuracy = false
; false: use original translated enc1/enc2 layers for L/M, retaining other native kernels.
; Reduces the native encoders' motion trails seen in Townfall; best paired with PreferAccuracy.
; Costs some GPU time. Manifest required for selective fallback; flat sets fall back entirely.
; (D4R_NATIVE_SWIN_ENCODERS)
NativeSwinEncoders = true
; Native RDNA3 / RDNA4 kernels for the DLSS 4 and 4.5 network layers (replace ZLUDA's translated code).
; fast = native kernels with relaxed numerics (unless PreferAccuracy is true)
; exact = a separately built directory with conservative FP8/f16 rounding; not an RTX parity guarantee
; off = ZLUDA-translated kernels only
; fast/exact need the code objects built by the native-kernel tools ([Paths] NativeKernelDir*).
NativeKernels = off
; FP8 tensor-core emulation on RDNA3 WMMA (much faster than the scalar path).
Fp8Wmma = true
; RDNA4 only: FP8 MMAs on the native FP8 WMMA (and the -fp8 native kernel variants); off widens FP8 to f16 as
; on RDNA3. Ignored on other GPUs. (D4R_ZLUDA_WMMA_FP8_NATIVE)
NativeFp8 = true
; Drop per-instruction flush-to-zero mode switches in ZLUDA-compiled kernels
; (only values below ~1e-38 differ; a little faster).
IgnoreDenormals = true
; Thread-block bound assumed for kernels without launch bounds (256 avoids register spills).
ImplicitMaxBlock = 256
[Interop]
; Experimental foreground motion coverage for thin geometry. 0 = original vectors;
; 1/2 = opaque-surface dilation radius in render pixels; both automatically fill sky gaps
; from the nearest foreground within 8 render pixels. Needs render- or display-resolution, unjittered motion vectors
; and same-frame linear VRAM inputs; unsupported features retain original vectors.
; Default off. May affect disocclusion edges. (D4R_MOTION_DILATION)
MotionVectorDilation = 0
; Opt-in sky-fill experiment for equal render/motion grids: borrow only from foreground
; runs <=3 pixels along either axis. Opaque dilation is unchanged. Restart to change.
; Unsupported routes retain nearest-foreground fill. (D4R_MOTION_THIN_SKY)
MotionDilationThinSky = false
; Keep DLSS inputs and output in VRAM (vkd3d-proton Vulkan interop) instead of copying through
; system memory. Falls back automatically when the game's resources do not qualify.
VramInterop = true
; Wait for the input copies before DLSS runs (prevents beaded thin lines in motion). Keep on.
InputSync = true
; Faster hand-offs between the game and DLSS (same frame, same result). Need FrameAge = 0 and VRAM
; interop, and a runtime built from this checkout (scripts/install_d4r_runtime.sh).
; Input readiness uses adaptive CPU polling by default. D4R_SHIM_GPU_INPUT_WAIT=1 enables experimental
; null-stream GPU waits for same-frame Super Sampling; diagnostics and host input reads retain CPU waits.
; LinearInputs: DLSS reads the game's inputs in place once the input marker is ready
; DirectOutput: the result is written straight into the game-side buffer (preset K, and only while
; NGX runs the native output kernel; drops NVIDIA's "DLSS SDK" watermark)
; ElideNgxSync: removes NGX's internal CPU waits between its GPU stages
; EvalSync = false: no CPU wait between DLSS and the output copy
; MarkerPollUs: auto learns readiness and yields near it; N fixes the poll interval in microseconds
LinearInputs = true
DirectOutput = true
ElideNgxSync = true
EvalSync = false
MarkerPollUs = auto
[Engine]
; Experimental. Runs DLSS 4 and 4.5 (models K, L and M) on d4r's own Vulkan inference engine instead of NVIDIA's
; kernels through ZLUDA: the whole evaluation is recorded into the game's own command list, the game shows the
; result of the frame it just rendered, and FrameAge and the [Interop] hand-off settings do not apply.
; Needs VkD3DDir, a driver with VK_KHR_cooperative_matrix (Mesa RADV on RDNA3/RDNA4) and the model folders
; (RuntimeDir/engine/k, k-ldr, m, m-ldr, l, l-ldr; scripts/install_d4r_runtime.sh). A game or setting the engine
; does not cover uses the normal path, with the reason in d4r_nvngx.log: other models than K, L and M,
; display-resolution motion vectors with L or M, or a K model built before the current engine/compile_k.py for display-resolution
; motion, non-inverted depth or exposure supplied by the game. Details and measurements: engine/README.md.
; (D4R_ENGINE)
Enabled = false
; The model K folder for games with the HDR flag: the folder engine/compile_k.py writes (weights extracted
; from your nvngx_dlss.dll plus d4r's shaders). auto = RuntimeDir/engine/k, where scripts/install_d4r_runtime.sh
; puts D4R_ENGINE_MODEL. The other folders: D4R_ENGINE_MODEL_LDR_DIR, D4R_ENGINE_MODEL_M_DIR,
; D4R_ENGINE_MODEL_M_LDR_DIR, D4R_ENGINE_MODEL_L_DIR and D4R_ENGINE_MODEL_L_LDR_DIR. (D4R_ENGINE_MODEL_DIR)
ModelDir = auto
; Where the network between the engine's Vulkan stages runs (K and M). vulkan = the engine's cooperative-matrix
; shader, everything in one command list. hip = d4r's native HIP layer kernels: the game's command list is split
; around the network like a split frame, so it needs VkD3DDir, the CUDA bridge and a model built with --hip; when
; they are missing the Vulkan network runs and the log says why. auto = vulkan. (D4R_ENGINE_NETWORK)
Network = auto
[Paths]
; auto = defaults of scripts/d4r_proton_env.sh
RuntimeDir = auto
; ZLUDA build (directory with libcuda.so / libnvcuda.so)
ZludaDir = auto
RocmDir = auto
; Matching lifetime-aware d4r vkd3d-proton (both d3d12.dll + d3d12core.dll); required for all shim paths.
VkD3DDir = auto
; JIT cache directory (XDG_CACHE_HOME): auto = the default ~/.cache; per-zluda = one per ZLUDA build,
; ~/.cache/d4r-perf-game-jit-<ZludaDir name> (a new ZLUDA build compiles every kernel once on first use)
JitCacheDir = auto
; Native kernel code objects, one directory per NativeKernels mode
NativeKernelDirFast = auto
NativeKernelDirExact = auto
[Game]
; Unreal Engine games: extra console variables applied for this launch only (the game's Engine.ini is
; backed up and restored on exit). Example for sharper thin lines in SILENT HILL Townfall:
; EngineIni = ~/.local/share/Steam/steamapps/compatdata/<appid>/pfx/drive_c/users/steamuser/AppData/Local/Townfall/Saved/Config/Windows/Engine.ini
; Cvars = r.Tonemapper.Sharpen=0;r.SceneColorFringeQuality=0
EngineIni =
Cvars =
[OptiScaler]
; Switching in game from OptiScaler's menu (Insert):
; - DLSS model: DLSS Settings > tick Render Presets Override, pick the preset (E, K, L or M), Apply Changes.
; Unticking it goes back to [DLSS] Model, as do presets left at DEFAULT. false always uses [DLSS] Model.
FollowPresets = true
; - FSR: Upscalers > Upscaler (DX12) > FSR 3.X/4. FSR 4.1 needs an RDNA3/RDNA4 GPU and GE-Proton (which provides
; AMD's FSR 4 library); other GPUs get FSR 3.1. true lets OptiScaler and AMD's FSR see the real GPU (the game
; still sees an NVIDIA one).
Fsr4 = true
; OptiScaler's own FPS overlay (top left)
FpsOverlay = true
; 0 = simple ... 3 = detailed with frame-time graph
FpsOverlayType = 3
LogLevel = 2
; Override the render resolution OptiScaler requests per quality mode, e.g. 2.0 turns the game's
; "Quality" into Performance-level input (1280x720 for 1440p). auto = the game's choice.
QualityRatioQuality = auto
QualityRatioBalanced = auto
QualityRatioPerformance = auto
QualityRatioUltraPerformance = auto
; Any other OptiScaler.ini settings for this launch, "Section.Key=value;Section.Key=value"
Extra =
[Overlay]
; MangoHud FPS counter (top right)
MangoHud = false
MangoHudConfig = fps,frametime,frame_timing=0,gpu_stats=0,cpu_stats=0,position=top-right,font_size=36
[Debug]
; Measure stage timings and write sampled timing lines in the shim log (d4r_nvngx.log)
Profile = false
; Log the first 5 frames, then every Nth frame. 1 = every frame. Restart after changing.
; FSR RR stage summaries average N completed GPU samples. Env: D4R_PROFILE_LOG_EVERY
ProfileLogEvery = 60
; Log directory (auto = ~/.cache/d4r-dlss-captures/game-<exe>-<time>)
LogDir = auto
[Env]
; Anything else, passed through as environment variables (one per line):
; D4R_SHIM_SPLIT_TIMEOUT_MS = 200
; D4R_SHIM_BLOCKING_SYNC = 0 ; A/B only: restore context waits instead of default event queries/sleeps