layer_m.comp's V tiles (VSH, 4 KiB, per wave and head, accessed only as matrices and only during the attention) had their own shared memory. Shared memory caps how many waves this GPU runs, and ACO gives a shader the registers that many waves leave, so the network layers ran at 3 - 6 waves per SIMD with registers to spare. VSH now takes the place of a buffer that is dead during the attention: - the merge rows NB (enc1, enc2, L's input stage), written after it; - the expansion NEX (dec1, dec2), read before it; - HO (L's expansion stage), written after it. One barrier each before the buffer's own use (none was needed while the buffers were apart). The tube keeps its own 4 KiB. | layer | shared memory | vector registers | waves per SIMD | | enc1 | 13 -> 9 KiB | 256 -> 216 | 4 -> 7 | | enc2 | 17 -> 13 KiB | 256 | 3 -> 4 | | dec2 | 13 -> 9 KiB | 256 -> 240 | 4 -> 6 | | dec1 | 10 -> 6 KiB | 240 -> 192 | 6 -> 8 | | L input | 16 -> 12 KiB | 192 -> 144 | 8 -> 10 | | L expansion | 13 -> 9 KiB | 192 -> 96 | 8 -> 14 | Output byte-identical (M and L, six temporal frames at 1280x720 -> 1440p and 1114x626 -> 1080p). RX 9070 XT, d4r-m 720p -> 1440p, with the previous commit: M 1583 -> 1566 us (network 967 -> 951), L 2349 -> 2293 us (input 479 -> 453, expansion 401 -> 382). The tube on one window per wave instead of two (192 registers, 8 waves) is 9 % slower and stays as it is. Signed-off-by: itchyfeetleech <[email protected]>
d4r (dlss 4 radeon)
want to run xess (xmx) on radeon? check out x4r!
d4r runs NVIDIA's official DLSS Super Resolution (nvngx_dlss.dll) and experimental Ray Reconstruction (nvngx_dlssd.dll) in Windows games on AMD Radeon GPUs under Linux and Proton. The game asks for DLSS as usual; the DLSS network runs on the AMD GPU through ZLUDA (CUDA on ROCm/HIP), with the heaviest kernels replaced by hand-written RDNA2, RDNA3 and RDNA4 code.
Supported DLSS models: DLSS 3 CNN (E), DLSS 4 transformer (K, default), and DLSS 4.5 transformer (M, plus L for Ultra Performance). Ray Reconstruction presets D, E and F are experimental (building). DLSS 5 is PURPOSELY not supported.
Proof of concept: d4r shows that DLSS can run on an AMD GPU, but it is not really that practical for everyday use yet. It depends on unreleased patches to ZLUDA and vkd3d-proton. See supported games for the tested games and models.
Not affiliated with NVIDIA or AMD.
To contact me my discord is ._ayo. or join the d4r discord server
Results
DLSS Ultra Performance demo video · more videos
Radeon RX 7700 XT (RDNA3, gfx1101), SILENT HILL Townfall at 2560×1440, every DLSS result is presented in the frame it belongs to (no added latency).
| Mode | DLSS 3 CNN (preset E) | DLSS 4 (preset K) | DLSS 4.5 (preset M) | FSR 4* |
|---|---|---|---|---|
| Quality (1705×960) | 71.7 fps | 67.9 | 49.3 | 76.0 |
| Balanced (1488×837) | 80.8 | 75.9 | 58.0 | 84.5 |
| Performance (1280×720) | 89.7 | 84.1 | 69.0 | 94.0 |
| Ultra Performance (853×480) | 89.1 | 95.5 | 92.2 | 107.3 |
* FSR 4 was measured on 2026-09-27, the DLSS columns on 2026-09-29, when the same machine ran about 2–4% slower overall. Native 2560×1440 without upscaling (the game's TSR at 100%) runs at 49.1 fps on the same walk. How the numbers were measured: docs/performance.md.
Switching models and FSR in game
Open OptiScaler's menu (Insert):
- DLSS model: under DLSS Settings, tick Render Presets Override, pick the preset (E, K, L or M) and press Apply Changes. Unticking it returns to
[DLSS] Modelind4r/d4r.ini. - FSR: set Upscaler (DX12) to FSR 3.X/4. RDNA3 and RDNA4 get FSR 4.1 (needs GE-Proton, which supplies AMD's FSR 4 library); other GPUs get FSR 3.1.
Both are on by default; [OptiScaler] FollowPresets and Fsr4 in d4r.ini turn them off.
Known issues
- In some games using some models native upscaling can show visible artifacting. For fidelity over speed, set
[Kernels] PreferAccuracy = trueind4r/d4r.ini(native kernel numerics).
GPU support
!WE ARE LOOKING FOR VIDEOS OF IT WORKING, IF YOU HAVE A MENTIONED HERE AND DOESNT HAVE A VIDEO PLEASE TAKE ONE!
| GPU | Chip | Native kernels | Runtime testing |
|---|---|---|---|
| RX 7700 XT, RX 7800 XT, RX 7700, Radeon PRO W7700 | gfx1101 | K, M, L (WMMA) | RX 7700 XT |
| RX 7900 GRE / XT / XTX, Radeon PRO W7800 / W7900 | gfx1100 | K, M, L (WMMA) | RX 7900 XTX: external video |
| RX 7600 / 7600 XT, RX 7650 GRE, RDNA3 integrated GPUs | gfx1102, gfx1103 | K, M, L (WMMA) | untested |
| RX 9070 XT / 9070 / 9070 GRE, Radeon AI PRO R9700 | gfx1201 | K, M, L (WMMA, native FP8) | RX 9070 XT: external video |
| RX 9060 XT / 9060 | gfx1200 | K, M, L (WMMA, native FP8) | compile only |
| RX 6000 series, Steam Deck, RDNA2 integrated GPUs | gfx1030–gfx1036 | K (software matrix products) | validated on RDNA3 only |
| RDNA1 and older | unsupported |
RDNA2 has no WMMA instructions: its K kernels do the same matrix products with v_dot2 and DPP broadcasts, bit-identical to the WMMA build. Running that RDNA2 path on an RX 7700 XT for testing, K took 3.6 ms per 1080p frame, against 46.8 ms fully translated (what RDNA2 had before); RDNA3 itself keeps WMMA (1.48 ms). E and K are the models to use there; M and L run fully translated. Kernels missing for a GPU fall back to ZLUDA and can be much slower. Details: docs/native-kernels.md.
How it works
game (D3D12) ──► OptiScaler ──► d4r nvngx.dll (NGX D3D12 API) ──► NVIDIA's NGX core + nvngx_dlss.dll (CUDA path)
▼
native RDNA kernels ◄── ZLUDA (PTX → AMDGPU) ◄── nvcuda.dll (Wine CUDA bridge)
The shim keeps the game's inputs and output in VRAM through vkd3d-proton's Vulkan interop; ZLUDA compiles NVIDIA's PTX and serves hand-written kernels in place of the heaviest ones. An optional native inference engine ([Engine]) runs K, L and M with d4r's own Vulkan shaders. Details: docs/architecture.md.
Install the release
- Extract
d4r-<version>.zipinto the folder that holds the game's main.exe(OptiScaler 0.9.4 asdxgi.dll, the d4r-patched vkd3d-proton, AMD's FSR files and thed4rfolder). - Run
bash install.shthere. It downloads NVIDIA's DLSS and NGX files from NVIDIA, checks their SHA-256 hashes and puts them ind4r/. Needs Bash, curl, sha256sum and 7-Zip; no sudo, ROCm not required. - In Steam, select GE-Proton 11 for the game and set the launch options
PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100 %command%.
When updating, replace d3d12.dll, d3d12core.dll and d4r/nvngx.dll together. Already using OptiScaler? The -asi zip adds d4r as a plugin (ASI guide). The full guide ships in the zip as D4R_README.txt.
Building from source
Linux with an RDNA2, RDNA3 or RDNA4 GPU, ROCm 7.2 with HIP and its clang, GE-Proton 11, a Rust toolchain, meson/ninja, winegcc, x86_64-w64-mingw32-g++, clang-cl and Python 3. The full sequence is in docs/building.md; scripts/package_release.sh builds the release zip.
| Path | Contents |
|---|---|
tools/ |
the NGX shim, the Wine CUDA bridge, a D3D12 DLSS harness, probes |
kernels/ |
native kernels (k/ DLSS 4, m/ DLSS 4.5, tex/ texture tails, common/ matrix layouts) and their tools |
engine/ |
the native K/L/M inference engine |
patches/ |
ZLUDA, vkd3d-proton and OptiScaler patches |
scripts/, config/, packaging/, docs/ |
build/launch scripts, the developer d4r.ini, release files, documentation |
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. The downloaded NVIDIA files and the kernels built from NVIDIA's code are not covered by this license.