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d4r 0.1.0

NVIDIA's own DLSS Super Resolution on AMD Radeon RX 7000 (RDNA3) GPUs, in DirectX 12 games under Proton. This is the first release packaged as a drop-in zip, to install extract it next to the game's executable and set one line of launch options.

It is an early release, tested on one GPU (RX 7700 XT) in SILENT HILL Townfall and Ghost of Tsushima DIRECTOR'S CUT.

Install

  1. Extract d4r-0.1.0.zip into the folder that holds the game's main .exe. For Unreal Engine games that is <Project>/Binaries/Win64.
  2. In Steam, force GE-Proton 11 for the game, and set these launch options:
    PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100 %command%
    
  3. Select DLSS in the game. The first start compiles DLSS's GPU kernels, which takes about a minute and a half; later starts use the cache in ~/.cache/d4r.

D4R_README.txt in the zip has the details, and sh d4r/d4r-check.sh checks an install.

Requirements

  • AMD Radeon RX 7000 series. The fast kernels are built for gfx1101 (RX 7700 XT, RX 7800 XT). Other RDNA3 cards run DLSS without them, which is much slower.
  • The amdgpu kernel driver (/dev/kfd). The ROCm 7.2.4 runtime is included in d4r/rocm; nothing needs to be installed.
  • GE-Proton 11 (tested: GE-Proton11-3).

What is in the zip

  • d4r: the NGX shim, the Wine CUDA bridge, and hand-written RDNA3 kernels for the DLSS 4 (K) and DLSS 4.5 (M) network layers.
    • Each kernel is used only when the DLSS library's code for it matches the code it was written for. Swapping in another DLSS version therefore still works, only slower.
    • Linear 8-bit colour inputs and outputs can stay in VRAM when Vulkan supports the required blits, fixing the slow staging path seen in Ghost of Tsushima.
    • d4r/d4r.ini holds the settings for that game. The default model is DLSS 4 (K); E (DLSS 3 CNN) and M (DLSS 4.5) are one line away.
  • NVIDIA: DLSS 310.7.0 (nvngx_dlss.dll), the NGX runtime from driver 596.36 (_nvngx.dll), and five DLSS kernels built from NVIDIA's code with parts replaced by d4r's.
  • ZLUDA with d4r's patches: CUDA on ROCm.
  • ROCm 7.2.4 runtime (HIP, HSA, comgr), unmodified, from AMD's Ubuntu 22.04 packages.
  • vkd3d-proton with d4r's patch, so every frame shows its own DLSS result (no added latency).
  • OptiScaler 0.9.4, unmodified, set up to hand the game's DLSS calls to d4r.

Nothing in the Proton prefix or the system is changed. Uninstalling means deleting the extracted files.

Performance

Radeon RX 7700 XT, SILENT HILL Townfall at 2560×1440, average fps over the same 62-second walk:

Mode DLSS 3 CNN (E) DLSS 4 (K) DLSS 4.5 (M) FSR 4
Quality 72 69 51 76
Balanced 80 76 59 84
Performance 88 82 69 94
Ultra Performance 89 93 90 107

Native 2560×1440 without upscaling (the game's TSR at 100%) runs at 49 fps, so DLSS 4 at Quality is 40% faster than native.

The Townfall figures were measured before the 8-bit VRAM conversion update, using the same native kernels. Ghost of Tsushima was checked in a live run with the updated shim; its VRAM path stayed on and gameplay performance improved, but no matched benchmark was recorded.

Known limitations

  • Only DLSS Super Resolution in DirectX 12 games. No Frame Generation or Ray Reconstruction.
  • Tested with two games. Do not use it in games with anti-cheat.
  • DLSS 4.5 (M) is much slower than FSR 4 on RDNA3.

Licenses

d4r is Apache 2.0. The zip also contains ZLUDA (Apache 2.0 or MIT), vkd3d-proton (LGPL 2.1, patched; the patch is in d4r/source) and OptiScaler 0.9.4 (GPL 3.0, unmodified; source at https://github.com/optiscaler/OptiScaler/tree/v0.9.4). d4r/source/SOURCES.txt lists where every file comes from.

NVIDIA's files in the zip, and the kernels built from NVIDIA's code, belong to NVIDIA and are not covered by any of these licenses. d4r is not affiliated with NVIDIA, AMD or the OptiScaler project.

SHA-256 d4r-0.1.0.zip: 487f8c98c0c5617449dddd5f573bfd4b7333c8c2f5a87198d485256673cabdba