- Build L texture variants and complete older release kernel bundles. - Add selective Swin encoder fallback to reduce L/M motion trails. - Add opt-in GPU motion-vector dilation for thin geometry and sky gaps. - Replace GPU input waits with cancellable readiness polling and use sleeping event queries for completion. - Retain recorded resources through command allocator completion, defer shutdown until cleanup, and preserve unfinished output synchronization. - Extend lifecycle harness checks and add event, model and motion tests. - Update configuration defaults, build scripts and release documentation.
153 lines
7.6 KiB
Plaintext
153 lines
7.6 KiB
Plaintext
; d4r configuration: official NVIDIA DLSS on AMD (ZLUDA + Wine CUDA bridge + NGX shim)
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;
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; Read by scripts/run_game_d4r_optiscaler_proton.sh at every game launch. The first launch copies
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; this file to ~/.config/d4r/d4r.ini (or D4R_CONFIG); edit that copy. Changes apply at the next launch.
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;
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; Every value can be left as "auto" (or empty) to keep the built-in default. An environment variable
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; set before launching (e.g. D4R_DLSS_PRESET=11) always wins over this file.
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; Paths may use ~ for your home directory.
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[Launch]
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; Used by scripts/d4r_play.sh (one-command launch). Examples:
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; ProtonDir = ~/.local/share/Steam/compatibilitytools.d/GE-Proton11-3
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; CompatDataDir = ~/.local/share/Steam/steamapps/compatdata/<appid>
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; GameExe = ~/Games/MyGame/Binaries/Win64/MyGame-Win64-Shipping.exe
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ProtonDir =
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CompatDataDir =
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GameExe =
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[DLSS]
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; DLSS model recommendations:
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;
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; Model | DLSS | Recommended modes | Notes
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; ------+-------+---------------------------------+----------------------------------
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; K | 4 | DLAA / Quality / Balanced | Default; faster alternative to M/L
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; M | 4.5 | Performance | More demanding on RDNA3
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; L | 4.5 | Ultra Performance | Especially 4K; experimental
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; E | 3 CNN | Quality / Balanced / Performance | Legacy faster fallback
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; F | 3 CNN | DLAA / Ultra Performance | Deprecated; prefer K or L
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;
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; Select the upscaling mode separately in game/OptiScaler. These are recommendations;
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; other modes are allowed. L requires the L texture build.
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; Aliases: CNN = E, DLSS4 = K, DLSS4.5 = M. A/B/C/D/G/J use K in this DLL version.
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; auto = use the game/OptiScaler choice. Benchmarks: docs/performance.md.
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Model = K
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[Latency]
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; How many frames old the upscaled image the game presents may be.
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; 0 = same frame (no added latency, no trailing artefacts; needs VkD3DDir below)
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; 1 = at most 1 frame old
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; 2 = 2 frames old (roughly +20% fps with DLSS 4.5, adds ~2 frames of input latency,
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; fast motion can trail)
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; 3 = 2-3 frames old (about the same fps as 2 in practice)
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FrameAge = 0
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[Kernels]
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; Prefer NVIDIA's original arithmetic over speed for every native kernel and the translated fallback.
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; Restores intermediate FP8 quantization, per-MMA f16 rounding and original denormal handling; keeps
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; NGX's synchronizations. Selects accuracy variants in NativeKernelDir*/accuracy (or a marked accuracy
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; directory directly). Missing accuracy kernels use translated PTX, never the fast set. Slower; this
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; aims for fidelity, but RTX image parity is not proven. (D4R_PREFER_ACCURACY)
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PreferAccuracy = false
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; false: use original translated enc1/enc2 layers for L/M, retaining other native kernels.
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; Reduces the native encoders' motion trails seen in Townfall; best paired with PreferAccuracy.
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; Costs some GPU time. Manifest required for selective fallback; flat sets fall back entirely.
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; (D4R_NATIVE_SWIN_ENCODERS)
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NativeSwinEncoders = true
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; Native RDNA3 / RDNA4 kernels for the DLSS 4 and 4.5 network layers (replace ZLUDA's translated code).
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; fast = native kernels with relaxed numerics (unless PreferAccuracy is true)
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; exact = a separately built directory with conservative FP8/f16 rounding; not an RTX parity guarantee
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; off = ZLUDA-translated kernels only
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; fast/exact need the code objects built by the native-kernel tools ([Paths] NativeKernelDir*).
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NativeKernels = off
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; FP8 tensor-core emulation on RDNA3 WMMA (much faster than the scalar path).
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Fp8Wmma = true
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; RDNA4 only: FP8 MMAs on the native FP8 WMMA (and the -fp8 native kernel variants); off widens FP8 to f16 as
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; on RDNA3. Ignored on other GPUs. (D4R_ZLUDA_WMMA_FP8_NATIVE)
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NativeFp8 = true
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; Drop per-instruction flush-to-zero mode switches in ZLUDA-compiled kernels
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; (only values below ~1e-38 differ; a little faster).
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IgnoreDenormals = true
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; Thread-block bound assumed for kernels without launch bounds (256 avoids register spills).
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ImplicitMaxBlock = 256
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[Interop]
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; Experimental foreground motion coverage for thin geometry. 0 = original vectors;
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; 1/2 = opaque-surface dilation radius in render pixels; both automatically fill sky gaps
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; from the nearest foreground within 8 render pixels. Needs render- or display-resolution, unjittered motion vectors
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; and same-frame linear VRAM inputs; unsupported features retain original vectors.
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; Default off. May affect disocclusion edges. (D4R_MOTION_DILATION)
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MotionVectorDilation = 0
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; Keep DLSS inputs and output in VRAM (vkd3d-proton Vulkan interop) instead of copying through
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; system memory. Falls back automatically when the game's resources do not qualify.
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VramInterop = true
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; Wait for the input copies before DLSS runs (prevents beaded thin lines in motion). Keep on.
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InputSync = true
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; Faster hand-offs between the game and DLSS (same frame, same result). Need FrameAge = 0 and VRAM
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; interop, and a runtime built from this checkout (scripts/install_d4r_runtime.sh).
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; Input readiness is checked with CPU sleeps; recorded-but-discarded lists never queue GPU waits.
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; LinearInputs: DLSS reads the game's inputs in place once the input marker is ready
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; DirectOutput: the result is written straight into the game-side buffer (preset K, and only while
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; NGX runs the native output kernel; drops NVIDIA's "DLSS SDK" watermark)
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; ElideNgxSync: removes NGX's internal CPU waits between its GPU stages
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; EvalSync = false: no CPU wait between DLSS and the output copy
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; MarkerPollUs: how often (microseconds) the CPU checks for the game's inputs
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LinearInputs = true
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DirectOutput = true
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ElideNgxSync = true
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EvalSync = false
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MarkerPollUs = 200
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[Paths]
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; auto = defaults of scripts/d4r_proton_env.sh
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RuntimeDir = auto
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; ZLUDA build (directory with libcuda.so / libnvcuda.so)
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ZludaDir = auto
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RocmDir = auto
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; d4r-patched vkd3d-proton (d3d12.dll + d3d12core.dll); required for FrameAge = 0
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VkD3DDir = auto
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; JIT cache directory (XDG_CACHE_HOME): auto = the default ~/.cache; per-zluda = one per ZLUDA build,
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; ~/.cache/d4r-perf-game-jit-<ZludaDir name> (a new ZLUDA build compiles every kernel once on first use)
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JitCacheDir = auto
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; Native kernel code objects, one directory per NativeKernels mode
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NativeKernelDirFast = auto
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NativeKernelDirExact = auto
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[Game]
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; Unreal Engine games: extra console variables applied for this launch only (the game's Engine.ini is
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; backed up and restored on exit). Example for sharper thin lines in SILENT HILL Townfall:
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; EngineIni = ~/.local/share/Steam/steamapps/compatdata/<appid>/pfx/drive_c/users/steamuser/AppData/Local/Townfall/Saved/Config/Windows/Engine.ini
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; Cvars = r.Tonemapper.Sharpen=0;r.SceneColorFringeQuality=0
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EngineIni =
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Cvars =
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[OptiScaler]
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; OptiScaler's own FPS overlay (top left)
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FpsOverlay = true
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; 0 = simple ... 3 = detailed with frame-time graph
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FpsOverlayType = 3
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LogLevel = 2
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; Override the render resolution OptiScaler requests per quality mode, e.g. 2.0 turns the game's
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; "Quality" into Performance-level input (1280x720 for 1440p). auto = the game's choice.
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QualityRatioQuality = auto
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QualityRatioBalanced = auto
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QualityRatioPerformance = auto
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QualityRatioUltraPerformance = auto
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; Any other OptiScaler.ini settings for this launch, "Section.Key=value;Section.Key=value"
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Extra =
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[Overlay]
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; MangoHud FPS counter (top right)
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MangoHud = false
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MangoHudConfig = fps,frametime,frame_timing=0,gpu_stats=0,cpu_stats=0,position=top-right,font_size=36
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[Debug]
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; Per-frame timing lines in the shim log (d4r_nvngx.log)
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Profile = false
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; Log directory (auto = ~/.cache/d4r-dlss-captures/game-<exe>-<time>)
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LogDir = auto
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[Env]
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; Anything else, passed through as environment variables (one per line):
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; D4R_SHIM_SPLIT_TIMEOUT_MS = 200
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; D4R_SHIM_BLOCKING_SYNC = 0 ; A/B only: restore context waits instead of default event queries/sleeps
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