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.
10 lines
668 B
Plaintext
10 lines
668 B
Plaintext
# NVIDIA DLLs the Windows backend accepts, by exact SHA256. NVIDIA DLLs are
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# never shipped or committed; players copy their own.
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# dlss = nvngx_dlss.dll (d4r\nvngx_dlss.dll)
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# ngx = _nvngx.dll, NVIDIA's NGX core from a display driver (d4r\ngx\_nvngx.dll)
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# status: validated = tested on Windows hardware; anything else is accepted
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# but reported as unvalidated in d4r\d4r_nvngx.log.
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# kind sha256 version status
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dlss 3975567B8943C53ACCE397F2B72380092F84F162D00B0D2C7D08A1025C563983 310.9.1 validated
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ngx 66767018C36B3BAB46398DADE3ADF173DAA3730FDA75965689EA848C9BC4E79B 32.0.16.1714 validated
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