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Releases: LCPD15/RE_DLSS5_Load_Mod

v0.63

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@LCPD15 LCPD15 released this 09 Sep 12:51

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

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@LCPD15 LCPD15 released this 08 Sep 13:08

v0.62

新增 NR 叠层 / New NR Layers

  • 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。

  • 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。

  • 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。

  • 兼容旧配置,缺少新参数时使用默认值。

  • Self Layers: continuously adjustable 1.00–3.00, default 1.00. Amplifies the final NR change without additional model evaluations.

  • True NR Layers: 1–5 sequential NR evaluations, default 1, each with independent temporal history (each layer processes the previous layer's output).

  • 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

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@LCPD15 LCPD15 released this 07 Sep 15:53
fe8e2c0

v0.59

修复

  • 修复部分玩家开启帧生成(Frame Generation)后出现黑屏的问题。

Fix

  • Fixed a black-screen issue that some players hit after enabling Frame Generation.

RE_DLSS5_Load_Mod_V0.58

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@LCPD15 LCPD15 released this 07 Sep 05:24
fe8e2c0

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

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@LCPD15 LCPD15 released this 06 Sep 20:32
fe8e2c0

v0.57

HDR 色彩修复

  • 修复 HDR 模式下的色彩问题。

HDR Colour Fix

  • Fixed a colour issue in HDR mode.

v0.56

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@LCPD15 LCPD15 released this 06 Sep 18:52
ee4ec53

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: 0 keeps the game's original colour balance (while keeping NR's shading and detail); 1 uses 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

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@LCPD15 LCPD15 released this 06 Sep 17:46
ee4ec53

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

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@LCPD15 LCPD15 released this 06 Sep 16:38
18d0fae

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:nrLocalTone 1.02→2.0、nrLocalStructure 1.02→2.0、nrSkinStructure 0.6→1.0。
  • Stronger default NR parameters: nrLocalTone 1.02→2.0, nrLocalStructure 1.02→2.0, nrSkinStructure 0.6→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: false in RE_DLSS5_Core_settings.json, then use dlss5AtEvaluate (true = fixed evaluate / false = fixed present).

v0.35

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@LCPD15 LCPD15 released this 05 Sep 14:13
b1d2efe

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

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@LCPD15 LCPD15 released this 04 Sep 20:33
7c3c352

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