Files
d4r/SUPPORTED_GAMES.md
T
ayo 7c5d3c9157 feat: add d4r inference engines and Windows parity tooling
Add native K/M/RR inference engines, HIP kernels, replay and validation
harnesses, and Windows DLSS setup and runtime support. Include GPU
profiling tools, build and packaging scripts, platform integration
patches, and implementation documentation.
2026-10-16 08:54:47 -04:00

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.ini and resets d4r's values to auto, 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.dll in the game folder to sl.common.dll.bak and 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). Add WINEDLLOVERRIDES="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=true under [InitFlags] in OptiScaler.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.dll only from the Windows system folder, so OptiScaler is never loaded under that name. Rename dxgi.dll to version.dll and add WINEDLLOVERRIDES="version=n,b" to the launch options. d4r's d3d12core.dll is still picked up from the game folder.

  • Ratchet & Clank: Rift Apart: set Dxgi=false in OptiScaler.ini. With ray tracing on, OptiScaler's DXGI spoofing crashes the game at startup on AMD GPUs; the PROTON_FORCE_NVAPI=1 launch 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.