network natively on HIP with Vulkan->HIP shared memory, extend K kernels to
gfx11 (RDNA3), and add dependency/packaging/test tooling around them.
Windows: FSR RR backend, native HIP K runner, gfx11 K kernels, tooling
FSR Ray Regeneration (experimental)
- Add fsr_rr_backend.{h,cpp}, fsr_rr_passes.h and the fsr_rr/ prepare and
compose compute shaders. They run AMD's FidelityFX denoiser
(amd_fidelityfx_denoiser_dx12.dll, SDK 2.3, not bundled) on a private
vkd3d-proton device.
- Add the amdxc64 shim (tools/windows/amdxc64_shim) and two vkd3d-proton
patches for libcxx includes. AMD's amdxc64.dll is never loaded.
- d4r_nvngx_windows: RrFeature now selects between the native DLSS RR
backend and the FSR backend (D4R_RR_BACKEND=fsr). After the denoiser it
runs an internal Super Sampling stage (feature 1) to upscale. If SR is
unavailable and output != render size, the frame fails; it is never
returned noisy.
- d4r.ini / player_config: new [RayReconstruction] FsrDenoiser,
FsrStabilityBias (auto or >= 0) and FsrDetail (0-1), with validation, and
matching D4R_FSR_* environment variables.
- Add the FSR RR fixture, output-check and ngx test scripts, and a shader
compile script.
Native HIP K runner (Windows)
- CMake: add d4r_engine_k_hip (d4r-k-hip) plus separate volk/engine copies,
because VK_USE_PLATFORM_WIN32_KHR changes volk's entry points.
- Share Vulkan memory with HIP via Win32 opaque handles on Windows
(VK_KHR_external_memory_win32) and via fds on Linux. Handle types are now
intptr_t, and the platform choice is in D4R_EXT_MEMORY_* macros.
- HipNetwork: add debugRepeatHashes and debugNodeMicros, exposed as
D4R_HIP_REPEAT_CHECK, D4R_HIP_REPEAT_ALL and D4R_HIP_NODE_PROFILE in
replay.cpp.
- replay.cpp: display-resolution-motion frames (FrameFlagDisplayMotion) no
longer require near2rnd == out2rnd. Both values must still be in (0, 1].
K kernels on gfx11
- Allow position-token and enc1 tiling on __GFX11__ as well as gfx12.
- Add an opt-in ds_bpermute cross-half exchange
(D4R_WINDOWS_GFX11_DS_EXCHANGE, enabled for K on Windows gfx11). M keeps
its LDS path.
- Fix a block-barrier race in the position layer. Without POS_VSHARE a fast
wave could overwrite its hb rows while a slower wave still read them for a
later head, giving rare wrong results on gfx1101 (enc0 outputs differing
between identical launches).
Packaging and install
- install.bat, d4r.ini, WINDOWS_README: FSR option, and
install_dependencies.py to install pinned NVIDIA dependencies with staged,
hash-verified replacement and rollback.
- Update the release package, local package refresh and test scripts.
- Add the InteropBatchInputCopies option (default false). Batching is faster
on some synthetic runs, but player temporal exactness is unresolved.
Tooling and tests
- K model: capture_k_weights, build_k_model, compare_k_outputs,
benchmark_k_hip, build_capture_runtime, test_k_model and the
zluda-k-output-capture patch. Captured weights and models are private
local assets and must not enter release archives.
- Synthetic probes: test_m_ngx, test_sr_dynamic,
prepare_rr_dynamic_fixture and the d3d12/rr_ngx probe updates.
- Add tests/windows/test_install_dependencies.py.
Docs
- Update the windows-fsr-rr, k-performance, local-package, rr-interop and
rr-model-cache docs. Add windows-parity-handoff.md and
windows-parity-continuation-prompt.md.
76 lines
4.0 KiB
INI
76 lines
4.0 KiB
INI
; d4r settings for this game (Windows). This file lives in the game's d4r folder and applies to
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; this game only. Edit it with Notepad, save, and restart the game. Mistakes are reported in
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; d4r\d4r_nvngx.log and by d4r-check.ps1; an invalid value falls back to the default shown here.
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;
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; Native Ray Reconstruction is experimental and requires a locally generated D/E model.
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[DLSS]
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; DLSS model:
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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
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; M | 4.5 | Performance | More demanding
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; E | 3 | Quality / Balanced | Legacy CNN; no native Windows layer acceleration
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; L | 4.5 | Ultra Performance | Experimental; not Windows-validated
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;
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; Select the quality mode (Quality, Performance, ...) in the game or the OptiScaler menu (Insert).
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; E and L select NGX preset hints only. They do not enable standalone engine paths.
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Model = K
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; NVIDIA's library stamps "DLSS SDK - DO NOT DISTRIBUTE" over the image; d4r turns that off.
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; true shows it.
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ShowWatermark = false
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[Interop]
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; Experimental: lets the game continue while DLSS runs on the GPU instead of waiting for it.
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; Requires a game that uses one D3D12 command queue. Off is the tested setting. Whether it is
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; faster depends on the game and has not been measured broadly; turn it off if the game crashes,
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; stutters or shows a wrong image.
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AsyncInterop = false
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; Experimental: submit input conversions/array copies as one ordered GPU batch, retaining
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; whole-context completion before NGX. Some synthetic runs are faster, but player temporal
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; exactness is unresolved. Keep false until that investigation is complete.
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; Missing/invalid values retain the older unbatched behavior. Set false to disable batching.
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BatchInputCopies = false
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[Debug]
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; Check every DLSS output for invalid values (NaN/Inf) on the GPU. Costs some speed; use it only
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; when reporting a problem.
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ValidateOutput = false
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; normal: errors and a summary in d4r\d4r_nvngx.log. verbose: every API call and kernel launch
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; (large log; use it only when asked for a bug report).
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Log = normal
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[Paths]
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; Folder for the compiled DLSS kernels. auto = %LOCALAPPDATA%\d4r\cache. The first launch fills it
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; and can take several minutes; later launches are quick.
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CacheDir = auto
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; Optional complete private native kernel directory, generated locally from your DLLs.
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; auto uses the packaged kernels. Relative paths resolve beside this d4r.ini.
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NativeDir = auto
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[Kernels]
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; Experimental RDNA4 only. Requires a matching token-lane FP8 M bundle; startup refuses this
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; setting if d4r/native/<gfx12>/d4r-native-fp8.txt is absent. Default keeps the FP16 path.
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NativeFp8 = false
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[RayReconstruction]
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; off is the default. native uses the local Vulkan RR engine through native D3D12.
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; fsr (experimental) runs AMD's FSR Ray Regeneration denoiser on a private vkd3d-proton device
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; (d4r\fsr) and upscales with Super Sampling. install.bat [F] sets it up. A frame that cannot be
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; denoised fails; it is never returned noisy.
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Backend = off
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; auto selects d4r/engine/rr-d. Relative paths resolve beside this d4r.ini.
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; Generate the D/E model locally; model data is not bundled in the ZIP.
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ModelDir = auto
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; Backend = fsr only: AMD's amd_fidelityfx_denoiser_dx12.dll. auto = d4r\amd_fidelityfx_denoiser_dx12.dll.
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; AMD's file is not bundled; install.bat downloads the pinned FidelityFX SDK 2.3 binary.
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FsrDenoiser = auto
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; Backend = fsr only. AMD's temporal stability bias: auto keeps AMD's default of 1, which weights history heavily.
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; Measured on d4r's synthetic moving scene (error against the noise-free image): without upscaling 0 is about 3x
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; closer than auto (0.036 vs 0.107); after a 2x Super Sampling upscale auto was about 16% closer (0.214 vs 0.248).
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; Linux testing on a game capture found 0 closer to DLSS RR. Pick per game; a number >= 0 is allowed.
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FsrStabilityBias = auto
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; Backend = fsr only. 0-1: share of the colour that skips the denoiser (keeps hair/water/foliage detail, adds grain).
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FsrDetail = 0
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