network natively on HIP with Vulkan->HIP shared memory, extend K kernels to
gfx11 (RDNA3), and add dependency/packaging/test tooling around them.
Windows: FSR RR backend, native HIP K runner, gfx11 K kernels, tooling
FSR Ray Regeneration (experimental)
- Add fsr_rr_backend.{h,cpp}, fsr_rr_passes.h and the fsr_rr/ prepare and
compose compute shaders. They run AMD's FidelityFX denoiser
(amd_fidelityfx_denoiser_dx12.dll, SDK 2.3, not bundled) on a private
vkd3d-proton device.
- Add the amdxc64 shim (tools/windows/amdxc64_shim) and two vkd3d-proton
patches for libcxx includes. AMD's amdxc64.dll is never loaded.
- d4r_nvngx_windows: RrFeature now selects between the native DLSS RR
backend and the FSR backend (D4R_RR_BACKEND=fsr). After the denoiser it
runs an internal Super Sampling stage (feature 1) to upscale. If SR is
unavailable and output != render size, the frame fails; it is never
returned noisy.
- d4r.ini / player_config: new [RayReconstruction] FsrDenoiser,
FsrStabilityBias (auto or >= 0) and FsrDetail (0-1), with validation, and
matching D4R_FSR_* environment variables.
- Add the FSR RR fixture, output-check and ngx test scripts, and a shader
compile script.
Native HIP K runner (Windows)
- CMake: add d4r_engine_k_hip (d4r-k-hip) plus separate volk/engine copies,
because VK_USE_PLATFORM_WIN32_KHR changes volk's entry points.
- Share Vulkan memory with HIP via Win32 opaque handles on Windows
(VK_KHR_external_memory_win32) and via fds on Linux. Handle types are now
intptr_t, and the platform choice is in D4R_EXT_MEMORY_* macros.
- HipNetwork: add debugRepeatHashes and debugNodeMicros, exposed as
D4R_HIP_REPEAT_CHECK, D4R_HIP_REPEAT_ALL and D4R_HIP_NODE_PROFILE in
replay.cpp.
- replay.cpp: display-resolution-motion frames (FrameFlagDisplayMotion) no
longer require near2rnd == out2rnd. Both values must still be in (0, 1].
K kernels on gfx11
- Allow position-token and enc1 tiling on __GFX11__ as well as gfx12.
- Add an opt-in ds_bpermute cross-half exchange
(D4R_WINDOWS_GFX11_DS_EXCHANGE, enabled for K on Windows gfx11). M keeps
its LDS path.
- Fix a block-barrier race in the position layer. Without POS_VSHARE a fast
wave could overwrite its hb rows while a slower wave still read them for a
later head, giving rare wrong results on gfx1101 (enc0 outputs differing
between identical launches).
Packaging and install
- install.bat, d4r.ini, WINDOWS_README: FSR option, and
install_dependencies.py to install pinned NVIDIA dependencies with staged,
hash-verified replacement and rollback.
- Update the release package, local package refresh and test scripts.
- Add the InteropBatchInputCopies option (default false). Batching is faster
on some synthetic runs, but player temporal exactness is unresolved.
Tooling and tests
- K model: capture_k_weights, build_k_model, compare_k_outputs,
benchmark_k_hip, build_capture_runtime, test_k_model and the
zluda-k-output-capture patch. Captured weights and models are private
local assets and must not enter release archives.
- Synthetic probes: test_m_ngx, test_sr_dynamic,
prepare_rr_dynamic_fixture and the d3d12/rr_ngx probe updates.
- Add tests/windows/test_install_dependencies.py.
Docs
- Update the windows-fsr-rr, k-performance, local-package, rr-interop and
rr-model-cache docs. Add windows-parity-handoff.md and
windows-parity-continuation-prompt.md.
104 lines
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104 lines
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d4r for Windows: NVIDIA DLSS on AMD Radeon RDNA3 and RDNA4
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===========================================================
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d4r runs NVIDIA's own DLSS (DLSS 4 by default) on a Radeon GPU in DirectX 12 games. OptiScaler
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(included) catches the game's upscaler calls and hands them to d4r.
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This is an early release. RX 7700 XT has passed native Windows synthetic checks and limited
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game-frame tests. RX 9070 XT also has recorded hardware tests; other targets are compile-tested.
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These checks do not establish broad game support or Linux performance parity.
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SUPPORTED_GAMES.md in the source repository lists the tested games. Expect problems.
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What you need
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-------------
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- Windows 11, a Radeon RX 7000 or RX 9000 series GPU, a current AMD Adrenalin driver.
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- A DirectX 12 game without anti-cheat (OptiScaler injects a DLL; it can get an account banned).
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- NVIDIA DLSS files. The ZIP does not include them. Run install.bat to download official, pinned files.
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It downloads DLSS SR 310.9.1, Ray Reconstruction 310.9.1, and extracts _nvngx.dll from the
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official NVIDIA 617.14 driver without installing or changing the driver. SR is stored under d4r\dlss;
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RR is stored separately under d4r\rr so SR startup cannot auto-load an RR feature. It needs internet access
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and about 1 GiB temporary space. The driver archive and DLSS files are SHA256-verified.
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NVIDIA license terms apply. Files stay local and outside public d4r packages.
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Install
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-------
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1. Extract this ZIP into the folder that holds the game's main .exe. For Unreal Engine games that
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is <game>\<Project>\Binaries\Win64, next to <Project>-Win64-Shipping.exe.
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If the folder already has a dxgi.dll or OptiScaler.ini (another OptiScaler install), or a
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d3d12.dll from a Linux install, move those out first.
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2. Run install.bat and accept the download prompt. Existing d4r DLLs are backed up outside the game
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folder with their original paths and SHA256 hashes. Verified downloads are cached in
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%LOCALAPPDATA%\d4r\cache.
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Bundled isolated Python runs the installer; system Python, PowerShell and Git Bash are not required.
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Choose N to keep RR off, or D/E to build and enable an experimental private native RR model.
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Automatic RR building currently requires the gfx1101-only package. Model tools run from the
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external cache. Existing models remain intact; d4r.ini receives an exact external backup before
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selecting the new relative model path. Game compatibility and reference quality remain unverified.
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A model-build failure leaves the verified NVIDIA DLLs installed and does not enable the model.
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3. Optional: check the install. In the game folder, open PowerShell and run
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powershell -ExecutionPolicy Bypass -File d4r\d4r-check.ps1
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4. Start the game from Steam, Epic or a shortcut as usual. In its graphics settings choose DLSS
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(or FSR 3.1/XeSS if DLSS is hidden; OptiScaler then feeds DLSS). Keep frame generation off.
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Press Insert in game for OptiScaler's menu.
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The first time DLSS starts, the game can freeze for several minutes while DLSS's GPU kernels are
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compiled. They are cached in %LOCALAPPDATA%\d4r\cache, so later starts are quick.
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Settings
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--------
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Edit d4r\d4r.ini (it is commented) and restart the game. Each game has its own copy.
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- Model: E (preset 5), K (11, DLSS 4), L (12) or M (13, DLSS 4.5). E and L set NGX hints only; the standalone engine and L texture kernels are not integrated. Select quality mode in the game.
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- Kernels/NativeFp8: experimental RDNA4 setting. Requires a matching gfx12 native-FP8 M bundle; keep false with the standard FP16 release. Token-lane and hardware-pack builds remain unvalidated on GPU.
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- AsyncInterop, ValidateOutput, Log: for testing and bug reports; the defaults are the tested setting.
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- RayReconstruction/Backend: off by default. native selects experimental native D3D12/Vulkan RR;
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ModelDir selects your locally generated D/E model (auto: d4r\engine\rr-d). Relative paths resolve
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beside d4r.ini. No model is bundled; install.bat can optionally generate and select D/E locally.
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fsr (experimental) answers the game's DLSS RR request with AMD's FSR Ray Regeneration denoiser,
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then DLSS Super Sampling upscales the result. AMD does not support FSR RR on RDNA3, so d4r runs
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AMD's unmodified denoiser DLL on a private vkd3d-proton device (d4r\fsr, built by d4r, LGPL; see
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d4r\fsr\SOURCE.txt) that emulates the FP8 math on RDNA3. AMD's amd_fidelityfx_denoiser_dx12.dll is
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not bundled: install.bat [F] downloads the pinned file (SHA256 48f1e588...), or set FsrDenoiser.
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FsrStabilityBias (default auto = AMD's 1; 0 is much sharper without upscaling, see d4r.ini) and
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FsrDetail (0-1) tune the denoiser.
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The first RR start compiles AMD's shaders and can freeze the game for about a minute; they are
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cached in %LOCALAPPDATA%\d4r\cache\vkd3d. Synthetic validation only: guides must be HDR with
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render-resolution, unjittered motion vectors; diffuse hit distance is not used. The exposure texture
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goes only to Super Sampling. Dynamic render sizes must stay within creation dimensions and the
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Super Sampling library's queried range; unsupported sizes fail before submission.
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Game compatibility and image quality against DLSS RR are unverified.
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FSR-only output accepts RGBA16F or RGBA32F, including format changes between frames. RGBA32F
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widens the completed half result on the GPU; it does not change denoiser arithmetic or produce alpha.
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Native RR accepts per-frame render dimensions from 64 pixels up to the feature's creation size.
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Changing dimensions resets temporal history and retains the loaded model and shared GPU packet.
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Output dimensions remain fixed. This behavior has synthetic D/E coverage only.
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RR accepts RGBA16F and RGBA32F output textures, including temporal format changes;
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float32 output is widened on the GPU. Other output encodings remain unsupported.
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OptiScaler's own settings (overlay, render ratios) are in OptiScaler.ini.
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If something goes wrong
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-----------------------
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- Run d4r\d4r-check.ps1: it prints ok / MISSING / note lines with the fix for each problem.
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- d4r\d4r_nvngx.log is rewritten at every launch. A line "d4r: DLSS disabled: ..." says why.
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- DLSS missing in the menu and no d4r_nvngx.log: the files are not next to the game's main .exe.
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- For a bug report run d4r\d4r-check.ps1 -Report and send the ZIP it puts on your Desktop,
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with your GPU, the game, the model and what the image looked like. Logs can contain folder names.
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- Not supported: frame generation, standalone inference engine selection in the game, DirectX 11,
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Vulkan game integration, or supported FSR RR (the fsr backend is experimental). Native DLSS RR and
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FSR RR have synthetic feature-13 validation only;
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it does not establish game compatibility or NVIDIA reference quality. E/L hints do not establish full parity.
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Uninstall
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---------
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Delete dxgi.dll, OptiScaler.ini, OptiScaler.log (if present), WINDOWS_README.txt, install.bat,
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install-dependencies.py, install-dlss.ps1 and the d4r folder
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from the game folder. The cache in %LOCALAPPDATA%\d4r can be deleted too. Nothing else was changed.
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Licenses
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--------
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d4r is GNU General Public License, version 3 only (GPL-3.0-only). This ZIP also contains ZLUDA (Apache 2.0 or MIT), OptiScaler (GPL 3.0,
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patched; the patches are in the source repository), and AMD's HIP runtime. d4r\licenses has the
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texts. d4r is not affiliated with NVIDIA, AMD or the OptiScaler project. NVIDIA's files are yours
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to supply, under NVIDIA's terms.
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Portable model tools include Python, NumPy and glslang; their license texts are under
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d4r\model-tools\licenses, with additional dependency notices in the tool directories.
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