Releases: LCPD15/RE_DLSS5_Load_Mod
Release list
v0.63
v0.63
其他 / Misc
- 添加了其他 DLL 以供和其他 MOD 命名冲突时灵活替换:
winmm.dll/winhttp.dll/dinput8.dll/dxgi.dll/d3d11.dll/dsound.dll/xinput1_3.dll/xinput1_4.dll/xinput9_1_0.dll,每个名称独立构建。详见包内「40系多帧生成看这里—RTX 4000 Series Frame Generation Guide」文件夹。 - Added alternative DLL proxies for flexible replacement when the load name conflicts with another mod:
winmm.dll/winhttp.dll/dinput8.dll/dxgi.dll/d3d11.dll/dsound.dll/xinput1_3.dll/xinput1_4.dll/xinput9_1_0.dll— each name is built individually. See the “40系多帧生成看这里—RTX 4000 Series Frame Generation Guide” folder in the package.
v0.62
v0.62
新增 NR 叠层 / New NR Layers
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NR 自叠层(Self Layers):最终合成时增强 NR 相对原图的变化量,不增加 NR 模型运算次数。支持 1.00–3.00 浮点调节(可用 1.25、1.50 等非整数值),默认 1.00。
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真 NR 叠层(True NR Layers):将上一层的 NR 输出交给下一层继续处理。支持 1–5 层整数调节,默认 1;每层使用独立时域历史。
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两种叠层可组合使用;两个参数均为 1 时保持原有效果。参数在面板 Tuning → NR Render Scale 下方,自动保存为
nrSelfLayers和nrTrueLayers。 -
真叠层会增加 GPU 耗时和显存占用;自叠层只增加合成处理,不增加模型调用。
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兼容旧配置,缺少新参数时使用默认值。
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Self Layers: continuously adjustable 1.00–3.00, default 1.00. Amplifies the final NR change without additional model evaluations.
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True NR Layers: 1–5 sequential NR evaluations, default 1, each with independent temporal history (each layer processes the previous layer's output).
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Both appear below NR Render Scale, auto-save as
nrSelfLayers/nrTrueLayers, and can be combined; both at 1 preserves the previous result. -
True layers cost more GPU time & memory; self layers add no model calls. Old configs stay compatible (missing keys fall back to defaults).
v0.59
RE_DLSS5_Load_Mod_V0.58
增强通用性,现在大部分 dx12 都可以使用,只要开启了 DLSS 就可以正确获得原生矢量数据,保持画面稳定性。
增加自动光流,当获取不到原生矢量时切换到光流矢量
Enhanced compatibility: Now works for most DX12 games. Correctly fetches native motion‑vector data when DLSS is enabled to preserve image stability.
Added automatic optical‑flow fallback: switches to optical‑flow vectors when native motion vectors cannot be retrieved.
v0.57
v0.56
自动路由与兼容性 · Automatic routing & compatibility
- 大幅增强自动路由稳定性:菜单、加载画面和游戏场景会在 Present 与 SR → NR(Evaluate) 之间自动切换。
- Greatly improved automatic routing stability: the mod now switches smoothly between Present and SR → NR (Evaluate) across menus, loading screens and in-game.
- 修复部分游戏从加载界面进入场景后 NR 帧计数停止、画面没有 NR 效果的问题;修复大量 D3D12 命令列表的游戏中 Evaluate 路径因状态跟踪达到上限而无法启用 NR 的问题;修复 SR 调用前使用空计算状态时 NR 被错误跳过的问题。
- Fixed several issues: NR frame counting stopping after loading into a scene; the Evaluate path failing to enable on games with many D3D12 command lists (state-tracking limit); NR being wrongly skipped when a game uses an empty compute state before the SR call.
- 保留与游戏内帧生成(DLSSFG / FSRFG)的兼容,改善场景切换、动态资源变化和运行时路径切换时的同步与状态恢复。
- Keeps in-game frame generation (DLSSFG / FSRFG) compatibility, and improves sync/state restoration across scene changes, dynamic resources and runtime route switching.
颜色控制 · Colour control
- F9 面板新增 Colour Strength(0–1,保存到
nrColourStrength):0尽量还原游戏原生颜色比例(保留 NR 明暗和细节);1完整 NR 色彩(默认);中间值平滑混合。实时生效,无需重启。 - New Colour Strength (0–1, saved to
nrColourStrength) in the F9 menu:0keeps the game's original colour balance (while keeping NR's shading and detail);1uses full NR colour (default); in-between values blend smoothly. Applies in real time, no restart.
界面与体验 · UI & UX
- F9 面板在开启帧生成时也统一使用 ImGui 显示;面板新增当前路由、NR 帧数与跳过帧数等状态信息。
- The F9 menu now also uses ImGui when frame generation is on, and shows the current route, NR frame count and skipped-frame count.
已验证范围 · Verified
- 已实机测试通过:《最后生还者 Part I》、多款 RE 引擎游戏(含《生化危机》《鬼武者》)以及《死亡搁浅 2》。
- Verified on: The Last of Us Part I, several RE Engine games (including Resident Evil and Onimusha) and Death Stranding 2.
RE_DLSS5_Load_Mod_V0.52
新增Colour Strength参数:
0:还原原始颜色比例,保留 NR 的明暗和细节。
1:当前效果,也是默认值。
中间值平滑混合,实时生效。
Added Colour Strength parameter:
0: Restores original colour ratio, preserves NR‑generated lighting, contrast and details.
1: Current effect, set as default value.
Intermediate values perform smooth blending and take effect in real‑time.
v0.50
自动路由 · Automatic Routing
- 新增自动路由(
nrAutoRoute,默认开启):MOD 会自动在两种处理点之间切换,无需手动设置。开启帧生成时自动走 evaluate 点(超分之后、帧生成之前,可与游戏内帧生成 DLSSFG / FSRFG 共存);主菜单、加载画面等 SR 输出为空的场合自动切回 present 点(更稳定,不再出现菜单黑屏或进场景崩溃);进入游戏画面后自动切回 evaluate 点。 - New automatic routing (
nrAutoRoute, on by default): the mod switches between the two processing points on its own. With frame generation on it runs at the evaluate point (after super-resolution, before FG — coexists with DLSSFG / FSRFG); in the main menu / loading screens (where the SR output is empty) it falls back to the present point (stable — no more black menu or scene-load crash); once in-game it switches back to the evaluate point.
修复 · Fixes
- 修复 v0.40 evaluate 点「开着 NR 启动游戏 → 主菜单失效 + 进场景崩溃」的问题。
- Fixed the v0.40 evaluate-point issue where starting the game with NR on broke the menu and crashed on scene load.
参数调整 · Tuning
- 默认 NR 参数增强:
nrLocalTone1.02→2.0、nrLocalStructure1.02→2.0、nrSkinStructure0.6→1.0。 - Stronger default NR parameters:
nrLocalTone1.02→2.0,nrLocalStructure1.02→2.0,nrSkinStructure0.6→1.0.
其他 · Other
- F9 面板新增路由状态显示(
Route: SR -> NR/Route: Present,以及自动路由开启提示)。 - The F9 menu now shows the current route (
Route: SR -> NR/Route: Present) plus an automatic-routing indicator. - 想固定某个处理点:
RE_DLSS5_Core_settings.json里设nrAutoRoute: false,再用dlss5AtEvaluate选择固定 evaluate(true)或固定 present(false)。 - To pin a single processing point: set
nrAutoRoute: falseinRE_DLSS5_Core_settings.json, then usedlss5AtEvaluate(true = fixed evaluate / false = fixed present).
v0.35
v0.35
新功能 · New
- NVIDIA App「Smooth Motion(AI 插帧)」开关:F9 菜单新增「Frame Gen (NVIDIA Smooth Motion)」折叠区,勾选后重启游戏即可开启驱动级 AI 插帧。它直接修改驱动的 per-app 配置,与 MOD 天然共存,可作为「不能和游戏内帧生成共存」的替代方案。
- NVIDIA App "Smooth Motion" toggle: a new "Frame Gen (NVIDIA Smooth Motion)" section in the F9 menu. Tick it and restart the game to enable driver-level AI frame interpolation. It writes the driver's per-app profile directly and coexists with the mod — a drop-in alternative for "can't run with in-game frame generation".
帧生成兼容性(重大改进) · Frame-generation compatibility (major)
- 检测到游戏内帧生成(DLSSFG / FSRFG)开启 → MOD 自动关闭并弹双语提示;在游戏里关闭帧生成 → MOD 自动恢复,无需重启游戏。
- In-game frame generation (DLSSFG / FSRFG) detected → the mod disables itself and shows a bilingual notice; turn FG off in-game → the mod restores itself, no restart needed.
- 检测阈值可配置(
fgBufferCountThreshold),遇到个别游戏误判/漏判可自行调整。 - The detection threshold is configurable (
fgBufferCountThreshold) in case of false positives / misses on a specific game.
修复 · Fixes
- 修复鬼武者(Onimusha: Way of the Sword)启动崩溃:深度追踪器在分辨率切换(1080p↔4K)时选错深度缓冲的问题。
- Fixed a startup crash in Onimusha caused by the depth tracker picking the wrong depth buffer during resolution switches (1080p↔4K).
其他 · Other
- 帧生成双语提示字体放大、显示时长 6 秒。
- Bilingual frame-generation notice: larger font, 6-second duration.
RE_DLSS5_Load_Mod_V0.15
RE_DLSS5_Load_Mod v0.15
DLSS5 loader for RE‑Engine and other supported titles.
Supported Games
RE‑Engine
‑ Resident Evil 9
‑ Monster Hunter Wilds
‑ Onimusha: Way of the Sword
‑ Street Fighter 6
RE‑Engine games require REFramework and Reshade pre‑installed
Other
‑ Rise of the Tomb Raider (DX11/DX12)
‑ Death Stranding 2
Known Limitation
Not compatible with game‑native DLSS‑FG.
目前测试过支持的游戏
RE‑Engine
‑ 生化危机9
‑ 怪物猎人荒野
‑ 鬼武者:剑之道
‑ 街霸6
RE引擎游戏需要预先安装RE框架与Reshade
其他
‑ 古墓丽影崛起 (DX11/DX12)
‑ 死亡搁浅2