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Releases: BarbatosAWLS/AeonSR

Aeon SR 1.3.2

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@BarbatosAWLS BarbatosAWLS released this 18 Oct 20:36

Updated

  • Frame generation: smoother pacing

    • Motion is steadier at frame rates that don't divide the refresh rate (for example 40 fps on a 75 Hz screen).
    • Frame generation's window now gets the graphics card before the game does. Before, a game using the whole GPU could leave about every other refresh without a picture, and few generated frames reached the screen.
  • The panel speaks your language

    • The add-on follows the language chosen in ReShade, in every language ReShade offers: English, Arabic, Bulgarian, Chinese (Simplified), Chinese (Traditional, Hong Kong), French, German, Japanese, Korean, Polish, Portuguese (Brazil), Russian, Slovenian, Spanish, Thai and Turkish.
  • FSR 4 on Windows 10

    • FSR 4 no longer crashes on Windows 10 when you supply an FSR 4 runtime yourself. Windows 11 is unchanged.
    • The package now holds Microsoft's Direct3D 12 core (runtime\D3D12Core.dll), used only where Windows' own core is too old for FSR 4.
    • Thanks to Vidanox, who found the cause and sent the fix: #13
  • OptiScaler can do the upscaling

    • New option "Let OptiScaler upscale", shown when OptiScaler is in the game (64-bit games). With it on, OptiScaler receives Aeon SR's DLSS call and runs the upscaler you pick in OptiScaler's menu, including DLSS through d4r on AMD cards.
  • DLSS 5

    • With the DLSS 5 runtime you supply, the Intensity, Resolution and mode controls are tuned for the newer DLSS 5 model.
  • Sharpness up to 3.0

  • 32-bit games get the same features as 64-bit

    • Frame generation now works in 32-bit games with every generator (AMD FSR, Intel XeSS, NVIDIA DLSS and Aeon SR's own), shown through its own window like in 64-bit games.
    • DLSS 5 runs in 32-bit games too, with the runtime you supply.
  • RTX Video Super Resolution fixed

    • RTX VSR now works on every graphics API and in 32-bit games. On Direct3D 11 its result was being lost before reaching the screen.
  • Half-Life 2: steady motion when the camera moves

    • Moving or turning makes the motion vectors flicker much less. The weapon, the sky and distant scenery such as the bridge over the canal got wrong motion while you moved, and distant detail flickered through the upscaler.
    • I know it isn't perfect yet: this is a clear improvement, not a complete fix, and some flicker can still show in motion. Work on it continues.
    • Thanks to Egor179 for the report: #9
  • Lighter on the CPU

    • The add-on does less work of its own every frame: about 0.2 ms less CPU time per frame.
    • In a game limited by the CPU that is up to about 4 fps more at 144 fps, or about 12 fps more at 240 fps; at 60 fps it is under 1 fps.
  • Experimental

    • DLSS frame generation should now work with the community unlockers for RTX 20 and 30 cards. Not tested on those cards yet: reports welcome.
    • XeSS frame generation can make 3 or 4 frames on Intel Arc cards. Not tested on Intel hardware yet.
    • FSR frame generation uses AMD's newest version when the card supports it.
  • Good to know

    • Frame generation is still experimental and should be used for testing only.
    • Frame generation works best with the game in windowed or borderless mode. In exclusive fullscreen it falls back to a simpler mode: one generated frame per real frame, with more latency.
    • FSR 4's new frame generation runs only on AMD RX 9000 cards; other cards keep FSR 3 frame generation.

Aeon SR 1.3.1

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@BarbatosAWLS BarbatosAWLS released this 17 Oct 03:51

Fixed

  • Frame generation
    • Fixed generated frames, and sometimes real ones, not reaching the screen when the GPU is under heavy load with Aeon SR's generator, FSR and XeSS. DLSS Frame Generation can still drop frames under heavy load.
    • Fixed Auto making no frames on some screens above 60 Hz.
  • DLSS 5
    • Fixed Aeon SR refusing some patched DLSS 5 files on RTX 20, 30 and 40 cards and saying the file was built for RTX 50 only.

Changed

  • Frame generation
    • About half the delay: with frame generation on, the time from your input to the screen dropped from 77 to about 40 ms (DirectX 11, 40 fps on a 60 Hz screen).
    • Low latency (Aeon SR or NVIDIA Reflex) now also works with frame generation on.

Known issues

  • Frame generation is still experimental and should be used for testing only.
  • With frame generation, RTSS shows the frames on screen under AeonSRHost.exe, apart from the game's own.
  • ReShade's screenshots and FPS counter only see the game's own frames, not the generated ones.

Aeon SR 1.3.0

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@BarbatosAWLS BarbatosAWLS released this 16 Oct 21:54

New

  • Frame generation (experimental)
    • This is a first implementation and it is not reliable yet: generated frames can stop reaching the screen, especially when the GPU is under heavy load. Use it for testing only, not to play. Please report what you find.
    • New Frame Generation section: turn it on and choose who makes the frames: Aeon SR, FSR, XeSS or DLSS.
    • Multiply by Auto or 2x to 6x. How many frames you get depends on the generator and your card: DLSS Frame Generation needs an RTX 40 or newer; FSR and XeSS make one frame between each pair.
    • Works in every graphics API. 32-bit games use Aeon SR's generator.
    • Frame rate limit, and one line with the real and shown frame rate and the delay frame generation adds.
  • Low latency
    • Less delay between your input and the screen: Aeon SR's own mode or NVIDIA Reflex, in every graphics API.
  • Even frame pacing
    • Smoother motion when the game runs faster than your screen but not twice as fast (for example 100 fps on a 75 Hz screen).
  • The game's own render scale (Experiments)
    • Some games draw their picture smaller and then stretch it to fill the screen. With "Use the game's render scale" on (off by default), Aeon SR takes over that stretch: the game really draws fewer pixels, the upscaler (DLSS, FSR or XeSS) brings the picture back to full size, and the game's interface stays at full resolution.
    • Project DIVA Mega Mix+ is the first game supported: turn the option on and pick the size in Aeon SR's Upscaler input mode; the game follows it, with no game setting to change. It works, but support is new and you will run into problems.

Fixed

  • Half-Life 2
    • Fixed posters, road markings and windows blinking with sub-pixel jitter.
    • Fixed anti-aliasing missing with DLSS.
  • Project DIVA Mega Mix+
    • Fixed the lyrics shaking, also in a window with a border.
  • Sub-pixel jitter
    • Fixed markings flickering in DirectX 12 and Vulkan games.
    • Fixed the interface shaking in Earth Defense Force 6.
  • Other fixes.

Changed

  • DLSS 5
    • Aeon SR uses the newest model in the DLSS 5 runtime you supply: NVIDIA's new model in version 310.9 and later.
  • Performance
    • Aeon SR runs up to 23% faster with DLSS in DirectX 12 games, and up to 18% faster in DirectX 11 games.
    • Motion vectors are 33% faster.

Known issues

  • With frame generation, RTSS shows the frames on screen under AeonSRHost.exe, apart from the game's own.
  • ReShade's screenshots and FPS counter only see the game's own frames, not the generated ones.
  • Frame generation can show fewer frames than it should, or none, under heavy GPU load and with FSR.

Aeon SR 1.2.0

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@BarbatosAWLS BarbatosAWLS released this 12 Oct 21:57

New

  • DLSS 5
    • More fine detail at lower model resolutions, at the same cost.
  • DLSS on AMD (experimental)
    • DLSS upscaling can now run on AMD Radeon RX 7000 and RX 9000 cards through d4r. Upscaling only: DLSS 5 stays NVIDIA-only.
    • d4r runs Windows games on Linux with Proton; it does not work on Windows itself. 64-bit games only.
    • How to use:
      1. Install d4r in the game folder following its guide: https://github.com/countervolts/d4r
      2. Delete d4r's dxgi.dll and OptiScaler.ini, then install ReShade as dxgi.dll as usual.
      3. Keep d4r's Proton version and Steam launch options.
      4. Install Aeon SR as usual and choose DLSS in the panel.
    • Requested in #7. We have no AMD card on Linux, so it has not been tested by us yet.

Fixed

  • Batman: Arkham Asylum
    • Fixed flickering lines on the floor with sub-pixel jitter on.
    • Fixed sub-pixel jitter turning itself off.
  • Dear Esther
    • Fixed sub-pixel jitter staying off.
  • Sub-pixel jitter
    • Fixed flickering decals and markings in other games too.
    • Fixed parts of the interface shaking in some games.
    • Fixed a slight shimmer with the camera standing still.
  • Motion vectors
    • Improved motion vectors when turning the camera fast with the mouse.
  • DLSS 5
    • Fixed flat, blotchy patches on a paused image when DLSS is also on.
  • OptiScaler
    • Fixed OptiScaler taking over Aeon SR's FSR and XeSS.

Changed

  • Panel
    • New look and new logo.

Known issues

  • Some markings can still flicker with sub-pixel jitter on in DirectX 12 and Vulkan games.
  • The interface can still shake with sub-pixel jitter in some games (Earth Defense Force 6).

Aeon SR 1.1.2

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@BarbatosAWLS BarbatosAWLS released this 11 Oct 02:59

Fixed

  • Mafia III: Definitive Edition

    • Fixed shadow stripes on surfaces with sub-pixel jitter on.
    • Fixed black motion vectors while moving with sub-pixel jitter on.
    • Improved motion vectors when turning the camera with the mouse.
  • 32-bit games

    • Fixed a long freeze while the upscaler starts.
  • Other fixes

    • Fixed the upscaler staying idle in games without ReShade effects.

Changed

  • Panel
    • General reorganization.

Aeon SR 1.1.1

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@BarbatosAWLS BarbatosAWLS released this 10 Oct 15:28

Fixed

  • Sub-pixel jitter

    • Fixed image shaking during fast camera movement, which could make games feel like they were stuttering.
  • Game’s own DLSS

    • Fixed incorrect DLSS detection when switching upscalers or recreating the game device.
  • OptiScaler compatibility

    • Fixed compatibility with OptiScaler and similar tools, regardless of their installed file names.
  • DLSS 5

    • Fixed game pauses when re-enabling DLSS 5.
    • Fixed startup error 87 in games with multiple windows or overlays.

Aeon SR 1.1.0

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@BarbatosAWLS BarbatosAWLS released this 08 Oct 20:28
  • Sub-pixel jitter: Aeon SR now measures which way each game moves the picture for the offset it draws, and corrects it.
  • Motion vectors: when the jitter lands somewhere other than where it was drawn, the motion estimator no longer reports the whole screen moving every other frame.
  • Optical flow: a fix to the motion search, calibrated so wires and building facades stay as steady as before; less crawling on facades in games without a depth buffer, and steadier on film grain.
  • Games with an 8-bit sRGB output: dark gradients no longer band with DLSS, FSR or XeSS.
  • DLSS 5 (neural rendering): Detail above 1.0 no longer bursts colours in dark areas; past 1.0 it adds brightness only.
  • The Confidence mask option is gone: it is always on.

To update, replace the files from 1.0.1 with the ones in the zip.

Aeon SR 1.0.1

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@BarbatosAWLS BarbatosAWLS released this 06 Oct 01:25

Hotfix for 1.0.0.

  • The debug views (Flow, Arrows, Confidence and Depth) now work on every graphics API, including Vulkan and DirectX games running through DXVK. Before, they only drew on DirectX 11 and 12.
  • The Depth debug view shows the depth Aeon SR actually uses, with ReShade's depth settings applied.
  • Small fixes to how ReShade's RESHADE_DEPTH_INPUT_* settings are read.

To update, replace the files from 1.0.0 with the ones in the zip.

Aeon SR 1.0.0

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@BarbatosAWLS BarbatosAWLS released this 05 Oct 03:48

First release of Aeon SR: temporal upscaling and anti-aliasing through NVIDIA DLSS, AMD FSR and Intel XeSS for games that never shipped with them, on DirectX 8 to 12, OpenGL and Vulkan.

Features

  • Temporal upscaling and anti-aliasing through NVIDIA DLSS, AMD FSR (FSR 4 where the GPU supports it, FSR 3.1 otherwise) and Intel XeSS
  • Built-in optical flow that produces the motion vectors the upscalers need
  • No native motion vectors required from the game
  • Sub-pixel jitter drawn into the game's own rendering
  • Every graphics API: DirectX 8, 9, 10, 11 and 12, OpenGL and Vulkan
  • 32-bit and 64-bit games
  • DLSS Neural Rendering as an optional pass, with a runtime you supply
  • RTX Video Super Resolution as an experiment: a spatial upscaler for DirectX 11 games that rarely improves on the temporal ones

Installing

  1. Install ReShade with add-on support for the game.
  2. Extract the zip next to the game's executable: AeonSR.addon64 (or AeonSR.addon32 for a 32-bit game), AeonSRHost.exe, AeonSRPrebuild.exe, ngxshim\ and runtime\.
  3. Open the ReShade overlay and configure Aeon SR in its Add-ons tab.

Do not use Aeon SR in games protected by anti-cheat.

In the package

  • AeonSR.addon64 and AeonSR.addon32
  • AeonSRHost.exe, which runs the upscalers for 32-bit games, and AeonSRPrebuild.exe
  • ngxshim\nvngx.dll
  • runtime\ with the official vendor runtimes: NVIDIA DLSS (nvngx_dlss.dll, DLSS SDK v310.9.1), AMD FidelityFX (amd_fidelityfx_upscaler_dx12.dll, amd_fidelityfx_loader_dx12.dll, FidelityFX SDK v2.3.0) and Intel XeSS (libxess.dll, libxess_dx11.dll, XeSS SDK v3.0.2)
  • Licenses\ with Aeon SR's licence, the third-party notices and every vendor's licence

DLSS Neural Rendering needs nvngx_dlssnr.dll, which NVIDIA does not offer for redistribution, so it is not included; see the README.

Known issues

  • The add-on keeps the game's interface off the jitter where it can separate it from the scene. How well that works depends on the game: in some, Earth Defense Force 6 among them, the interface can still shake with the jitter.
  • In Earth Defense Force 6 the pause screen can flicker.