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AMDLSS 1.3.0
AMDLSS 1.3.0
New
- Inject DLSS (DirectX 12). For Unreal Engine games that run DirectX 12 and have no DLSS of their own. AMDLSS places ReShade with its own add-on, which swaps the game's TSR upscale pass for a real DLSS call. On a GeForce card it uses NVIDIA's DLSS runtime. On a Radeon card it goes through HelixSR Scaler, so HelixSR does the upscaling. When a game's files do not say whether it runs DirectX 11 or 12, the window asks.
- DLSS tab in the ReShade overlay. It shows whether DLSS is running, the render size and the mode, and lets you change the render preset and auto exposure while you play.
- Render scale setting. The add-on's ini sets the game's
r.ScreenPercentage, so Quality, Balanced and Performance work even in games without a resolution slider.
Changed
- HelixSR 1.9.3 and HelixSR Scaler 1.0.6. HelixSR's own frame generation is retired.
Fixed
- The pipeline cache is now found in the player's Saved folder, under Proton and on Windows.
- Collect logs now includes
ReShade.logandReShade.ini. - The Luma tab says how to check for DirectX 11 and names the ini key HelixSR Scaler reads.
Measured
Echoes of Aincrad at 1440p on an RTX 4070 (Proton): about 91 fps with DLSS Quality against about 66 fps with the game's native TSR. Through HelixSR Scaler, about 90 fps.
Known limits
- Inject DLSS (DirectX 12) is experimental. It has been tested in one game so far.
- The HelixSR route has not been tested on a Radeon card yet, only on a GeForce card with HelixSR forced on.
- Do not use it in online games or games with anti-cheat.