Files
d4r/README.md
T
ayo 0e851b7f90 release: prepare 0.1.5 with RDNA2 kernels and in-game DLSS/FSR switching
- Add native preset K kernels for gfx1030–gfx1036 using software matrix
  products, with fast and accuracy builds and RDNA2 motion kernels.
- Follow OptiScaler's DLSS and RR preset overrides, sanitize unsupported
  values and select the preset matching the feature's quality mode.
- Enable FSR 4 under NVIDIA GPU spoofing by exposing real AMD PCI IDs
  to OptiScaler and FidelityFX modules; bundle AMD's loader and upscaler.
- Keep K on native kernels in engine auto mode unless HIP is selected,
  and fall back to CUDA for M/L when shader_float8 is unavailable.
- Add native-engine K GPU timings, preset recreation harness controls
  and regression coverage; fix the input-wait test's glibc name clash.
- Update configuration, installer guidance and release documentation,
  simplify the README and move gameplay videos to docs/videos.md.

RDNA2 kernels remain untested on RDNA2 hardware; software matrix
arithmetic was validated against WMMA on RDNA3.
2026-10-17 16:05:09 -04:00

7.4 KiB
Raw Blame History

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] Model in d4r/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 = true in d4r/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

  1. Extract d4r-<version>.zip into the folder that holds the game's main .exe (OptiScaler 0.9.4 as dxgi.dll, the d4r-patched vkd3d-proton, AMD's FSR files and the d4r folder).
  2. Run bash install.sh there. It downloads NVIDIA's DLSS and NGX files from NVIDIA, checks their SHA-256 hashes and puts them in d4r/. Needs Bash, curl, sha256sum and 7-Zip; no sudo, ROCm not required.
  3. 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

Star History Chart

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.