Repository navigation
v0.8.0 (pre-release)
Pre-release
Pre-release
The Dragon Age: Origins (Xbox 360) recompilation: neural rendering on AMD RDNA 4 (lmxxf's port of DLSS 5's neural rendering, built in), a photo mode, and HDR that stays on while the game's overlays are shown.
You need your own copy of the game as an Xbox 360 disc image (title 454108C0). This download contains no game code or data; the installer builds the game from your ISO on your PC.
Install or update (Windows)
- Updating from v0.3.x or later: the launcher offers this update itself (Update on its main menu). You can also run the new
DAORecomp.exeand pick the same install folder. - New install, or updating from v0.2.0 or older: download
DAORecomp.exebelow and run it. It isn't code-signed, so Windows may warn: More info → Run anyway. Pick the ISO and an install folder, accept the build tools license, and press Install. When it's done, the same exe becomes the game's launcher. An update only rebuilds what changed, and your saves, settings and mods are kept. DAORecomp-Installer.exeis the same file under its old name, for launchers before v0.5.2.- On a PC with an AMD Radeon RX 9000 series GPU, the install also compiles neural rendering's GPU kernels with the AMD driver's own compiler: a minute or two the first time, and again after a driver update.
New
- Neural rendering (experimental, AMD RDNA 4 only): the 3D scenes go through the neural rendering network of NVIDIA's DLSS 5 before temporal upscaling, run on Radeon RX 9000 series GPUs by lmxxf's MIT-licensed port, built into the game. The network's weights don't come with the game: download lmxxf's release package, then in the launcher's Configure → Graphics turn on Neural rendering and choose the package's folder. It needs temporal upscaling on, and works in SDR and HDR (the highlights above paper white keep their brightness). It's expensive: on an RX 9070 XT about 7 ms of GPU time a frame with the 900-line network and 9.5 ms with 1080 lines. Its strength applies at once in the game's Graphics tab (0 skips the network's GPU time, though it stays loaded); its quality, passes, skin protection and style take effect on the next start. F6 turns it off and on in the game, to compare.
- Photo mode: from the START menu's Photo Mode row (where the Xbox 360 version had Achievements), or L3+R3 while exploring or in combat. The world pauses and the camera flies free: the left stick moves it, the right stick turns it, the triggers lower and raise it (LB slower, RB faster), and the d-pad zooms and rolls. A takes a photo (a PNG in
Pictures\DAORecomp, cut to the chosen frame, without the overlay, in SDR when the game is in HDR); X opens the settings (field of view, roll, camera speed, frame from Full Screen and 16:9 to 32:9 or 3:2 to 9:16, and a composition grid); Y hides the overlay, BACK resets the camera, and B or START leaves.
Changed
- HDR with overlays: the on-screen keyboard, notifications and photo mode's panel are drawn over the game's HDR image at paper white, instead of the game switching to SDR while they're shown.
- Frame generation with overlays: generated frames keep being shown while an overlay is up.
- Neural rendering setup: an install on a PC without an RX 9000 series GPU removes an earlier install's neural rendering kernels (unless AMD's driver can't say which GPU it is), and the weights folder can be on a network share (
\\server\share\...).
Known issues
- Neural rendering is experimental. It loads while the logos show (they hold for a second or two: 1.7 s on an RX 9070 XT), and if it fails it turns itself off for the session;
userdata/xenia.logsays why. - Photo mode isn't available in conversations and cutscenes.
- The DLC campaigns have only been checked to start; please report anything that goes wrong in them.
- Linux (Wine/Proton) is still untested, and neural rendering isn't installed there.