54 lines
2.2 KiB
INI
54 lines
2.2 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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; Which DLSS network runs:
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; K DLSS 4 transformer (default)
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; E DLSS 3 CNN: a little faster, softer image
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; M DLSS 4.5 transformer: best image, much slower on RDNA3
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; game whatever the game (or OptiScaler's preset override) asks for
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; Frame rates measured on an RX 7700 XT at 2560x1440, Quality mode: see 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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; Hand-written RDNA3 kernels for the DLSS 4 and 4.5 networks (d4r\kernels). Each one is used only
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; when your DLSS library's code for that kernel matches the code it was written for; otherwise that
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; kernel is compiled from NVIDIA's code instead, which is slower but still correct.
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NativeKernels = on
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[Interop]
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; These keep DLSS's inputs and output in video memory and move the waits between the game and DLSS
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; onto the GPU. Leave them on unless you are chasing a problem.
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VramInterop = true
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GpuWait = true
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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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[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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