A standalone Vulkan inference engine (engine/) for DLSS presets K and M that runs from weights extracted from the user's own nvngx_dlss.dll, with d4r's own input, network and reconstruction shaders or the native HIP network layers, recorded into the game's command list by the shim. Opt-in ([Engine] Enabled / D4R_ENGINE=1); anything uncovered falls back to the CUDA/ZLUDA path with the reason logged. Byte-identical to NGX's CUDA backend under the phase-capable reference (1706x960 -> 2560x1440, native HIP network, eleven frames, RX 9070 XT): - K render- and display-resolution motion vectors, HDR and LDR - K game-supplied exposure and automatic exposure with any pre-exposure and exposure scale (one residual: effective exposure exactly 2 or 4) - K and M with the DLSS indicator's inverted-axis parameters - M with any exposure settings (NGX ignores them for M) K packages need the current compile_k.py (marker D4RO0003). Also: HIP shared buffers are pooled across feature recreation (ROCm leaks destroyed imports), hipnet.bin must match the preset, M-only games do not load the K model, install_d4r_runtime.sh stages k, k-ldr, m, m-ldr with hip/, the activation table has a generator (gen_activation_m.py), and package_release.sh can bundle the engine's shaders (never its weights). Signed-off-by: woutermans <[email protected]>
92 lines
4.6 KiB
INI
92 lines
4.6 KiB
INI
; d4r settings for this game. This file lives in the game's d4r folder and applies to this game only.
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; "auto" means the built-in default. Any setting can also be overridden with the environment variable
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; that config/d4r.ini.default in the source repository lists for it, e.g. in the game's launch options.
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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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; game = use the game/OptiScaler choice. Benchmarks: D4R_README.txt.
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Model = K
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; NVIDIA's library marks the image "DLSS SDK - DO NOT DISTRIBUTE" in this setup; d4r turns that off.
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; true shows it.
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ShowWatermark = false
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[Latency]
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; 0: every frame shows its own DLSS result, as with a native upscaler (needs the d3d12.dll that came
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; with d4r next to the game).
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; 1-3: allow results up to that many frames old. Slightly more fps, more input latency.
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FrameAge = 0
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[Kernels]
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; Prioritize fidelity over speed. Uses accuracy variants of all native kernels, preserves NVIDIA's
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; intermediate FP8/f16 rounding and denormal handling, and keeps NGX's synchronization calls.
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; Slower but aims to match RTX DLSS.
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PreferAccuracy = false
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; false reduces L/M motion trails by using original enc1/enc2 layers; other native kernels stay on.
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; Best paired with PreferAccuracy = true; costs some GPU time. Restart after changing this.
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NativeSwinEncoders = true
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; Hand-written RDNA3 and RDNA4 kernels for the DLSS 4 and 4.5 networks (d4r\kernels). Each one is used
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; only when your DLSS library's code for that kernel matches the code it was written for; otherwise
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; that kernel is compiled from NVIDIA's code instead, which is slower but still correct.
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NativeKernels = on
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; RDNA4 (RX 9000 series) only: run DLSS's FP8 math on the GPU's native FP8 matrix units, with NVIDIA's
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; own FP8 rounding in the DLSS 4.5 (M) layers. off runs it as 16-bit math, as on RDNA3. Ignored on
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; other GPUs.
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NativeFp8 = on
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[Interop]
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; Experimental thin-feature tracking: 0 = off; 1/2 = opaque-surface dilation radius.
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; Both enabled values fill sky gaps from the nearest foreground within 8 render pixels.
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; Requires render- or display-resolution, unjittered motion vectors and same-frame linear VRAM inputs. Restart to change.
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; Unsupported features keep original vectors; larger radii may affect disocclusion edges.
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MotionVectorDilation = 0
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; Keep inputs and output in video memory. Input and output readiness waits use CPU sleeps.
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VramInterop = true
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; Microseconds between checks for the game's input marker (default 200; 0 yields).
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MarkerPollUs = 200
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LinearInputs = true
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ElideNgxSync = true
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; Lets DLSS's last kernel write straight into the game's output buffer (DLSS 4 / K only). It takes
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; effect only while d4r's own output kernel runs, which it does when the DLSS library matches.
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DirectOutput = auto
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[Engine]
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; Experimental. Runs DLSS 4 and 4.5 (models K and M) on d4r's own Vulkan inference engine instead of NVIDIA's
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; kernels: the game shows the result of the frame it just rendered and [Latency] / [Interop] do not apply.
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; Needs Mesa RADV with VK_KHR_cooperative_matrix and the models in d4r\engine\k, k-ldr, m and m-ldr
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; (see D4R_README.txt). Games or settings it does not cover use the normal path; d4r_nvngx.log says why.
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Enabled = false
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; Another model K folder for games with the HDR flag (a path relative to the d4r folder, or a Windows path
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; such as Z:\home\me\k)
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ModelDir = auto
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; auto / hip = the network on d4r's native HIP layer kernels when the model folder has them (faster),
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; vulkan = on the engine's shader
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Network = auto
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[Paths]
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; Linux paths.
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; ROCm installation (default: the ROCm runtime in d4r\rocm, else /opt/rocm)
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RocmDir = auto
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; Cache for the compiled DLSS kernels (default ~/.cache/d4r). The first launch fills it.
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CacheDir = auto
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[Debug]
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; d4r's log is d4r\d4r_nvngx.log, rewritten at every launch.
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; Profile = true adds one line of timings per frame.
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Profile = false
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[Env]
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; Extra environment variables for d4r, NAME = value.
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; Sleeping event queries are the default; 0 restores context waits for an A/B comparison.
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; D4R_SHIM_BLOCKING_SYNC = 0
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