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v0.56

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@LCPD15 LCPD15 released this 06 Sep 18:52
· 8 commits to main since this release
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.