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Aeon SR 1.3.0
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.