- Set Disable.Watermark on the game path (the Linux shim already does); [DLSS] ShowWatermark = true keeps NVIDIA's stamp. - Always write d4r\d4r_nvngx.log in player mode. It was skipped when the launcher gave the game a valid stderr pipe, e.g. Steam. - Accept NVIDIA's 310.7.0 + _nvngx 32.0.15.9636 as "less tested" pins. Native kernels are still gated by PTX identity, so a different DLL falls back to translated kernels. - Add d4r-check.ps1 (ok/MISSING/note lines with a fix for each; -Report writes a bug-report ZIP) with 15 fixture tests. - package-windows-release.ps1: -Architectures subset, ships the check script, GPU registry and one GPU-query tool. - Add a shorter WINDOWS_README.txt; trim README's Windows section and merge in the RX 9060 XT / distributor-DLL notes. - Diagnostic probe accepts preset 12 (L). Tested on RX 7700 XT without a game: loader and shim start-up, K and M synthetic NGX frames with both DLL pairs (finite output, native kernels used). Not tested in a game.
42 lines
1.8 KiB
INI
42 lines
1.8 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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; NVIDIA's library stamps "DLSS SDK - DO NOT DISTRIBUTE" over the image; d4r turns that off.
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; true shows it.
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ShowWatermark = false
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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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