Players extract one ZIP into the game folder, copy their two NVIDIA DLLs, and start the game from Steam, Epic or a shortcut. No launcher script is needed; settings live in d4r\d4r.ini. - Shim player mode: when the launcher has not set D4R_HIP_ROOT and d4r.ini sits beside the shim, derive the backend environment from it. Codegen flags stay at the Windows-validated values. NVIDIA DLLs must match an exact SHA256 in dll-pins.txt, with "you have X, you need Y" errors. Rejects a vkd3d/Wine d3d12.dll and code objects built for another GPU. [DLSS] Model accepts K or M and is applied by rewriting the render preset hints. - d4r.ini exposes only options that exist on Windows: Model, AsyncInterop, ValidateOutput, Log, CacheDir. Invalid values fall back with a note in d4r_nvngx.log. - d4r_nvngx_loader: one _nvngx.dll for all GPUs. It matches the game's adapter by LUID and loads _nvngx_<arch>.dll from the same folder. - OptiScaler patch 0006: relative NvngxPath/NvngxDlssPath/ NvngxFeaturePath resolve against OptiScaler's folder. - package-windows-release.ps1 builds the release from the per-target game packages and refuses mixed targets or differing shared runtimes. - Tests: test-player-config.ps1 (ini and DLL-pin decisions, loader selection on the local GPU) and test-windows-release-package.ps1.
39 lines
1.7 KiB
INI
39 lines
1.7 KiB
INI
; d4r settings for this game (Windows). This file lives in the game's d4r folder and applies to
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; this game only. Edit it with Notepad, save, and restart the game. Mistakes are reported in
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; d4r\d4r_nvngx.log and by d4r-check.ps1; an invalid value falls back to the default shown here.
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;
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; Only settings that exist and are checked on Windows are listed. The Linux settings for other
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; models, kernels and interop are not available here.
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[DLSS]
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; DLSS model:
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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
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; M | 4.5 | Performance | More demanding
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;
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; Select the quality mode (Quality, Performance, ...) in the game or the OptiScaler menu (Insert).
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; Models E and L are not available on Windows.
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Model = K
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[Interop]
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; Experimental: lets the game continue while DLSS runs on the GPU instead of waiting for it.
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; Requires a game that uses one D3D12 command queue. Off is the tested setting. Whether it is
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; faster depends on the game and has not been measured broadly; turn it off if the game crashes,
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; stutters or shows a wrong image.
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AsyncInterop = false
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[Debug]
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; Check every DLSS output for invalid values (NaN/Inf) on the GPU. Costs some speed; use it only
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; when reporting a problem.
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ValidateOutput = false
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; normal: errors and a summary in d4r\d4r_nvngx.log. verbose: every API call and kernel launch
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; (large log; use it only when asked for a bug report).
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Log = normal
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[Paths]
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; Folder for the compiled DLSS kernels. auto = %LOCALAPPDATA%\d4r\cache. The first launch fills it
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; and can take several minutes; later launches are quick.
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CacheDir = auto
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