150 lines
7.1 KiB
Markdown
150 lines
7.1 KiB
Markdown
# d4r for Windows / RDNA4
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A Windows fork of [countervolts/d4r](https://github.com/countervolts/d4r) that
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runs DLSS Super Resolution on **AMD Radeon RX 9070 XT / gfx1201** through
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D3D12, OptiScaler, ZLUDA and HIP. The target models are **DLSS 4 preset K**
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and **DLSS 4.5 preset M**. The runtime runs directly on Windows 11.
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**Status: development / prerelease.** K and M run on the tested RX 9070 XT,
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including 4K in Silent Hill 2. Improving K performance is the current priority.
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## Download and run
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[Prebuilt releases](https://github.com/xdfnx-dev/d4r/releases) include the
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Windows shim, patched ZLUDA, isolated HIP runtime, patched OptiScaler,
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11 native K kernels, 5 native M kernels and the corresponding committed sources.
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You need Windows 11 x64, an RX 9070 XT and a D3D12 game without anti-cheat.
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The tested AMD driver is `32.0.31041.1004`. Other GPUs and drivers have not
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received the same validation.
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Supply your own local `_nvngx.dll` and `nvngx_dlss.dll`. The tested pair is
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NGX `32.0.16.1714` and DLSS `310.9.1.0`. The native manifest checks the
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DLSS DLL's SHA256. NVIDIA binaries are excluded from the release.
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Extract the ZIP and run this command from its directory, replacing the paths
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with your game and local DLL locations:
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```powershell
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.\windows-game.ps1 -GameExe "D:\Games\SILENT HILL 2\SHProto\Binaries\Win64\SHProto-Win64-Shipping.exe" -NgxCore "C:\Users\Administrator\d4r\_nvngx.dll" -DlssDll "C:\Users\Administrator\d4r\nvngx_dlss.dll" -Preset 11 -AsyncInterop
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```
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Select an upscaler intercepted by OptiScaler in the game. `-Preset 11` selects
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K; `-Preset 13` selects M. Start M testing without `-AsyncInterop`: the async
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path is currently being tested primarily with K. The first launch may take
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time to compile PTX; subsequent launches reuse the cache.
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The script installs `dxgi.dll`, an OptiScaler configuration and a `d4r`
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directory beside the game EXE, backing up replaced files first. The current
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frame's inputs and output stay in VRAM. Restore the original files with:
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```powershell
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.\windows-game.ps1 -Action restore -GameExe "D:\Games\SILENT HILL 2\SHProto\Binaries\Win64\SHProto-Win64-Shipping.exe"
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```
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See [docs/windows-game.md](docs/windows-game.md) for installation options,
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DLL requirements and restoration details.
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## Validation
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| Check | Result on RX 9070 XT |
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| --- | --- |
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| GPU detection | HIP automatically detects `gfx1201`; D3D12/HIP LUID is checked |
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| HIP and CUDA through ZLUDA | Native HIP kernel and CUDA Driver API / PTX tests pass |
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| D3D12 ↔ HIP | Shared VRAM buffers and fences; import/release lifetime test passes |
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| K transformer | All 11 native layers, NumPy/PTX/replay validation |
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| M transformer | All 5 native layers, 40 temporal captures, exact baseline |
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| Async K | Queued frames and Release/CreateFeature match synchronous RGB exactly |
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| Silent Hill 2 / K / 4K | 16,941 frames checked for NaN/Inf, 203,292 native launches, 0 backend errors |
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| Windows hardware tests | All 16 CTest gates pass |
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Exact comparisons refer to this project's validated reference/control
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implementations. Comparison with DLSS on a physical RTX has not been performed.
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Testing one game does not establish compatibility with every D3D12 game.
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## Performance and limitations
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In the local 4K scene, the user reports approximately **62 FPS / 63% GPU** with
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async interop, compared with **49–51 FPS / 53%** in the earlier synchronous run.
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These measurements also use locally built and validated K output-store kernels.
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Those objects contain NVIDIA-derived code and are excluded from the public ZIP.
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Local build and validation commands are in
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[docs/windows-performance.md](docs/windows-performance.md).
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K performance remains under development. These readings are not a controlled
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FSR4 comparison. `-AsyncInterop` is opt-in and requires one D3D12 command queue.
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Feature release and resource reconfiguration wait for GPU consumers to finish;
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ordinary frame submission does not hold the CUDA mutex.
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M uses the validated FP16-equivalent baseline. Native RDNA4 FP8 is separately
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validated but has not demonstrated a full-network speedup and is disabled by
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default. Windows preset L is not validated. Frame Generation and DLSS 5 are
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outside the current scope.
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The package uses TheRock `10.2.0a20260929` / HIP `7.17.26386`. Stable HIP 7.2
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reproduces a mapped external-memory release leak, so the validated package
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pins a separate TheRock runtime. GPU architecture is never overridden.
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## Build from source
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```powershell
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git clone https://github.com/xdfnx-dev/d4r.git
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cd d4r
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```
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Pinned toolchain and source-patch setup is documented in
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[docs/windows-rdna4-port.md](docs/windows-rdna4-port.md). You need CMake + Ninja,
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LLVM/MinGW, a Rust GNU toolchain, TheRock HIP and, for OptiScaler, MSVC v143
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and the Windows SDK. Setup scripts use `.tools`; source dependencies use `external`.
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After preparing the dependencies, run from the repository root:
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```powershell
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.\scripts\windows\build-zluda-windows.ps1
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.\scripts\windows\build-windows-rdna4.ps1 -RuntimeProfile therock -ZludaRoot "$PWD\dist\zluda-windows-final" -InstallDirectory "$PWD\dist\windows-rdna4-command-list"
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.\scripts\windows\stage-native-k.ps1 -DlssDll "$PWD\nvngx_dlss.dll" -PackageRoot "$PWD\dist\windows-rdna4-command-list"
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.\scripts\windows\stage-native-m.ps1 -DlssDll "$PWD\nvngx_dlss.dll" -PackageRoot "$PWD\dist\windows-rdna4-command-list"
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.\scripts\windows\build-optiscaler-windows.ps1
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.\scripts\windows\package-windows-game.ps1 -ArchivePath "$PWD\dist\windows-rdna4-game.zip"
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```
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Creating a distributable ZIP requires committed source. The package includes
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a hash manifest, dependency licenses, source patches and a snapshot of that commit.
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## Tests and diagnostics
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After building, run the hardware gates:
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```powershell
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& .\.tools\python\cmake\data\bin\ctest.exe --test-dir build/windows-rdna4-therock --output-on-failure
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```
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Run the async K regression with your local NVIDIA DLLs at the repository root:
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```powershell
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.\scripts\windows\test-async-k.ps1 -ZludaRoot "$PWD\dist\zluda-windows-final"
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```
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Success requires `PASS`, exact RGB, finite output and `passed: true` in
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`validation.json`. For a bounded game test, add `-RunSeconds 120 -ValidateOutput`
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to the launch command. The script saves one ZIP containing stdout/stderr,
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runtime/driver information, native/translated kernel records and OptiScaler logs.
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Use `-CaptureExceptions` when investigating a crash.
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`-ProfileStages` measures host stages; `-ProfileCudaApi` measures existing CUDA
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API waits; `-ProfileGpuBoundary` with `-AsyncInterop` measures D3D12 GPU intervals
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around interop. `-ProfileKernels` synchronizes HIP events and changes scheduling.
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Leave profiling and output scans disabled when measuring ordinary FPS.
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## Documentation and licenses
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- [Architecture, dependencies, milestones and results](docs/windows-rdna4-port.md).
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- [Game installation and restoration](docs/windows-game.md).
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- [K/M and FP8 measurements](docs/windows-performance.md).
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- [OptiScaler source patches](patches/optiscaler/README.md).
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- [ZLUDA source patches](patches/zluda).
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This project builds on countervolts' work; Linux upstream code and documentation
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are retained for compatibility. The fork is not affiliated with NVIDIA or AMD.
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d4r's license is in [LICENSE](LICENSE); dependency licenses are included in the package.
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