Files
d4r/packaging/windows/d4r.ini
T
ayo 774efac524 Windows: DLSS watermark off, check script, 310.7.0 pair, shorter docs
- Set Disable.Watermark on the game path (the Linux shim already does);
  [DLSS] ShowWatermark = true keeps NVIDIA's stamp.

- Always write d4r\d4r_nvngx.log in player mode. It was skipped when the
  launcher gave the game a valid stderr pipe, e.g. Steam.

- Accept NVIDIA's 310.7.0 + _nvngx 32.0.15.9636 as "less tested" pins.
  Native kernels are still gated by PTX identity, so a different DLL
  falls back to translated kernels.

- Add d4r-check.ps1 (ok/MISSING/note lines with a fix for each; -Report
  writes a bug-report ZIP) with 15 fixture tests.

- package-windows-release.ps1: -Architectures subset, ships the check
  script, GPU registry and one GPU-query tool.

- Add a shorter WINDOWS_README.txt; trim README's Windows section and
  merge in the RX 9060 XT / distributor-DLL notes.

- Diagnostic probe accepts preset 12 (L).

Tested on RX 7700 XT without a game: loader and shim start-up, K and M
synthetic NGX frames with both DLL pairs (finite output, native kernels
used). Not tested in a game.
2026-10-03 04:58:05 -04:00

42 lines
1.8 KiB
INI

; d4r settings for this game (Windows). This file lives in the game's d4r folder and applies to
; this game only. Edit it with Notepad, save, and restart the game. Mistakes are reported in
; d4r\d4r_nvngx.log and by d4r-check.ps1; an invalid value falls back to the default shown here.
;
; Only settings that exist and are checked on Windows are listed. The Linux settings for other
; models, kernels and interop are not available here.
[DLSS]
; DLSS model:
;
; Model | DLSS | Recommended modes | Notes
; ------+------+----------------------------+--------------------------------------
; K | 4 | DLAA / Quality / Balanced | Default; faster
; M | 4.5 | Performance | More demanding
;
; Select the quality mode (Quality, Performance, ...) in the game or the OptiScaler menu (Insert).
; Models E and L are not available on Windows.
Model = K
; NVIDIA's library stamps "DLSS SDK - DO NOT DISTRIBUTE" over the image; d4r turns that off.
; true shows it.
ShowWatermark = false
[Interop]
; Experimental: lets the game continue while DLSS runs on the GPU instead of waiting for it.
; Requires a game that uses one D3D12 command queue. Off is the tested setting. Whether it is
; faster depends on the game and has not been measured broadly; turn it off if the game crashes,
; stutters or shows a wrong image.
AsyncInterop = false
[Debug]
; Check every DLSS output for invalid values (NaN/Inf) on the GPU. Costs some speed; use it only
; when reporting a problem.
ValidateOutput = false
; normal: errors and a summary in d4r\d4r_nvngx.log. verbose: every API call and kernel launch
; (large log; use it only when asked for a bug report).
Log = normal
[Paths]
; Folder for the compiled DLSS kernels. auto = %LOCALAPPDATA%\d4r\cache. The first launch fills it
; and can take several minutes; later launches are quick.
CacheDir = auto