- Fix Cyberpunk 2077 preset-K black artifacts by preserving FP16/FP64 denormal requirements while limiting denormal suppression to FP32. - Fix stale direct-output redirects after array destruction, preventing reused handles from inheriting an earlier feature's output buffer. - Log rejected resource formats and dimensions, including failures after startup, with rate limiting for repeated errors. - Add opt-in blocking output synchronization with a dedicated bridge export and fallback to context synchronization. - Report output-wait CPU and wall time, and defer GPU timing queries until asynchronous evaluation has completed. The CPU-overhead mitigation for #7 still needs reporter confirmation. - Reject release libraries requiring GLIBC newer than the configured baseline, defaulting to 2.41, and document compatible builds. Validation: shim and bridge builds pass; targeted redirect-lifetime and format-logging checks pass. Fixes #5 Fixes #8 Refs #7
4.5 KiB
Supported games
The following DirectX 12 games run DLSS Super Resolution through d4r on the tested Radeon RX 7700 XT Linux setup with GE-Proton 11-3. All three documented DLSS models run in each game; image-quality issues are noted in the table.
| Game | E: DLSS 3 CNN | K: DLSS 4 | M: DLSS 4.5 |
|---|---|---|---|
| SILENT HILL Townfall | Works | Works | Works |
| Ghost of Tsushima DIRECTOR'S CUT | Works | Works | Works |
| Ready or Not | Works | Works; visible graphical artifacts with hdr enabled | Works |
| Clair Obscur: Expedition 33 | Works | Works | Works |
| Marvel's Spider-Man: Miles Morales | Works | Works; minor artifacts when HDR enabled and while the game is paused | Works |
| The Last of Us Part I | Works | Works; visible graphical artifacts, including with HDR enabled | Works |
| Control Ultimate Edition | Works | Works | Works |
| Cyberpunk 2077 | Works; occasional visual artifacts during gameplay | Works | Works |
| Alan Wake 2 | Works | Works | Works |
| SILENT HILL 2 (2024) | Works | Works | Works |
| Subnautica 2 | Works | Works; visible artifacts at Quality (other quality modes are fine) | Works |
| Horizon Zero Dawn Remastered | Works; stutters | Works | Works |
| Ratchet & Clank: Rift Apart | Works; occasional artifacts in the pause menu | Works; minor artifacts with HDR enabled and occasionally in the pause menu | Works; occasional artifacts in the pause menu |
| Dying Light: The Beast | Works | Works | Works; small visual artifacts throughout |
Unsupported games:
- DOOM: The Dark Ages: the game uses Vulkan and has no D3D12 mode. d4r currently supports D3D12 DLSS only, so its DLSS calls cannot reach d4r. The game's hardware ray-tracing requirement is separate from this limitation.
General notes:
- Select DLSS in the game's graphics settings where it is offered. OptiScaler can also feed DLSS from a game's FSR or XeSS inputs, but those are a fallback for games that hide DLSS and can ghost or show a black screen.
- d4r supports DLSS Super Resolution only. Keep DLSS Ray Reconstruction off in games that offer it (such as Cyberpunk 2077 and Alan Wake 2); Control requests it whenever ray tracing is on and crashes.
- Saving settings from the OptiScaler overlay ("Save INI") rewrites
OptiScaler.iniand resets d4r's values toauto, including frame generation ([FrameGen] Enabled=false,FGInput=nofg,FGOutput=nofg) and[Inputs] EnableDlssInputs=true. Restore them afterwards, or keep a copy of the original file.
Game-specific setup:
-
The Last of Us Part I: the game's Streamline integration crashes on boot with OptiScaler. Rename
sl.common.dllin the game folder tosl.common.dll.bakand select FSR 3.1 in the game's graphics settings; OptiScaler passes it to DLSS through d4r. -
Control Ultimate Edition: turn ray tracing off. With ray tracing on, the game requests DLSS Ray Reconstruction, which d4r does not support, and crashes when loading into gameplay.
-
Cyberpunk 2077: GE-Proton 11-3 loads Wine's own ICU libraries instead of the game's, and the game aborts at launch (
unimplemented function icuuc.dll.u_setMemoryFunctions_65). AddWINEDLLOVERRIDES="icuuc,icuin=n,b"to the launch options (fixed in GE-Proton 11-4). -
Alan Wake 2: with the game's own DLSS inputs, every model shows heavy ghosting. Set
AutoExposure=trueunder[InitFlags]inOptiScaler.ini(or enable auto exposure in the OptiScaler overlay), or select FSR 3.1 in the game instead so OptiScaler passes FSR inputs to DLSS. -
Horizon Zero Dawn Remastered: the game loads
dxgi.dllonly from the Windows system folder, so OptiScaler is never loaded under that name. Renamedxgi.dlltoversion.dlland addWINEDLLOVERRIDES="version=n,b"to the launch options. d4r'sd3d12core.dllis still picked up from the game folder. -
Ratchet & Clank: Rift Apart: set
Dxgi=falseinOptiScaler.ini. With ray tracing on, OptiScaler's DXGI spoofing crashes the game at startup on AMD GPUs; thePROTON_FORCE_NVAPI=1launch option already reports an NVIDIA GPU. -
Dying Light: The Beast: use DLSS inputs; with FSR or XeSS inputs the screen stays black. The game passes its motion vectors as
R16G16B16A16_TYPELESS, which needs a d4r build from 2026-09-28 or later (older builds reject every frame and show a black screen).
Choose a model with Model = E, Model = K, or Model = M under [DLSS] in the game's d4r/d4r.ini. Model compatibility does not imply equal performance; see the Townfall measurements for measured frame rates.