Add a native D3D12 FSR Ray Regeneration route for gfx1200/gfx1201, using the game's device and queue with embedded HLSL guide preparation and output composition. Preserve the vkd3d compatibility route for RDNA3 and expose explicit route overrides and diagnostics. Improve Windows runtime compatibility: - Retry rejected application-ID initialization with a project identity. - Defer expensive RR backend creation until feature creation. - Recover from transient submission failures without disabling later frames. - Add shared-buffer export fallbacks through explicit heaps and a private device on the same adapter. - Safely evict old RR descriptor sets when input views change. - Treat requested RR presets as hints when a configured model is available. - Expand SR/RR input formats and handle diffuse/specular hit distances, packed normals, depth-stencil resources, and unused FSR guides. Reduce SR overhead by batching output downloads and format conversion under one completion wait. Optimize strict M enc2/tube attention with bounded FP32 accumulation and the original FP64 fallback for ambiguous rounding cases. Extend RDNA4 tooling with gfx1200/gfx1201 native FP8 RR model builds, capability checks, architecture-aware deployment, and experimental K/M kernel paths. Require matching model and runtime arithmetic families. Add optional embedded FSR shader optimizations keyed by shader hash and exact original SPIR-V contents. Preserve reflected metadata and record optimizer provenance, artifact hashes, and cache identity. Simplify Windows installation with automatic backend dependency downloads, download progress and ETA, backed-up absolute OptiScaler library paths, and recovery from interrupted RR model builds. Add build-kernels.bat and a kernels-only build matrix for all eleven registered RDNA targets, with code-object target validation and SHA256 manifests. Expand conversion probes, numerical stress tests, temporal benchmark tooling, installer/deployment tests, and setup documentation. Document synthetic regression and timing results, experimental build options, and remaining RDNA4 hardware validation requirements.
3.7 KiB
Windows
Extract the Windows release ZIP beside the game's main executable, run install.bat,
then launch the game normally and select DLSS. The installer downloads and verifies
the required dependencies; Python and a compiler are included where needed.
Super Resolution setup needs no GPU selection or Ray Reconstruction model build.
See Windows installation and settings.
To compile the Windows K/M kernels for every registered RDNA 3, 3.5 and 4 target,
run build-kernels.bat from the source checkout. On a new build machine, first run
powershell -NoProfile -ExecutionPolicy Bypass -File scripts\windows\setup-windows-tools.ps1 -RuntimeProfile therock
(requires Python). Outputs go to dist/windows-kernels-<gfx target>;
build/windows-kernels/matrix-build.json records hashes and target checks.
No GPU or NVIDIA DLL is required for this kernel build. These kernel outputs are
build artifacts; use the release ZIP to install into a game.
See GPU coverage and full release builds.
Not affiliated with NVIDIA or AMD.
Results
RX 7700 XT on the linux build, windows should get similar performance (plus ts lowkey outdated)
DLSS Ultra Performance demo video.
More up to date videos (0.1.4), still linux build
Ready or Not
| Model | Quality | Performance |
|---|---|---|
| DLSS 4.5 | video | video |
| DLSS 4 | video | video |
| DLSS 3 | video | video |
Townfall
| Model | Quality | Ultra Performance |
|---|---|---|
| DLSS 4.5 | video | video |
| DLSS 4 | video | video |
Star History
License
GNU General Public License, version 3 only (GPL-3.0-only; see LICENSE). The patches in patches/ are offered under the licenses of the projects they modify: ZLUDA (Apache-2.0 or MIT) and vkd3d-proton (LGPL-2.1). See NOTICE.