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Releases: MatheusFerreiraS/neural-amd-opti

OptiScaler 0.5.3-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 16 Oct 04:00

OptiScaler 0.5.3-amd-nr: mochizuki fixes, sharper multi-pass, depth-aware history, a faster third pass

Fixes

  • mochizuki on D3D12 games without an upscaler ran on the first frame only when frame generation was off (BeamNG.drive): the finished-frame path took it for a runtime on another device.
  • A game that renders into two colour textures in turn (Forza Horizon 6) kept mochizuki waiting for the frame size to settle forever. The wait now takes A, B, A as one frame size, and the runtime keeps its buffers for the render subrect.
  • NR without upscaling with mochizuki used danielblnc's stabilizer at 0.8, smearing its edit along the optical flow's misses in foliage. It now takes mochizuki's own Stabilizer (off by default), and the result is viewed in its own format when the stabilizer is off.
  • A system-wide ReShade (C:\ProgramData\ReShade, from ReShade's setup) no longer loads into the game through mochizuki's Vulkan device (DISABLE_VK_LAYER_reshade_1 around its instance).

mochizuki

  • Intensity above 1 is applied on the last pass only; over three passes it used to compound to about the eighth power of the network's change.
  • Later passes add detail only (on): passes 2 and 3 see the first pass's input with the previous pass's detail, so they sharpen without stacking the network's tone and colour shift. Its low-pass is edge-aware: a box blur left a band around thin dark edges.
  • Anti-halo (on, with a strength slider): with 2 or 3 passes each pixel's brightness stays inside what the first pass made around it, so wires and other thin edges lose the rim that grew every pass.
  • Estimate pass 3 (on): with 3 passes, two run and the third is estimated from them in 16x16 blocks, after lmxxf's. 720p network time 10.7 to 7.0 ms.
  • The game's depth reaches the history: the motion vectors are read at the nearest of five depth taps, so a moving character no longer trails a light rim. D32, D32S8, R32 and D16 go as they are, D24S8 is read through its shader view, and dynamic resolution's bucket takes it too.
  • Jitter-aligned history (experimental, off): adds the camera jitter's step to the motion vectors before Super Resolution.
  • The prewarm list no longer reports a refusal with ACO, whose pipelines load as binaries.

Menu

  • Reset all beside each runtime's name puts every setting on its page back to its default (where NR runs, the installer's async choice, ACO and captured exposure anchors stay).
  • The Preprocess exposure bias slider covers -3..3 EV; MochizukiPreprocessBias in the INI still takes -8..8.

Logs

  • The settle gate's changes (input size, format) are logged for mochizuki and lmxxf.

The mochizuki runtime with its 80 shaders and prewarm list comes from the AMD-NR installer (OptiScaler 0.5.3 shows as an update). Built on danielblnc's DLSS-NR-on-AMD runtime, lmxxf's HIP port and mochizuki0323's Vulkan port (MIT, Licenses\).

OptiScaler 0.5.2-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 15 Oct 21:14

OptiScaler 0.5.2-amd-nr: DX10 and 32-bit games, mochizuki on the finished frame, ACO and int4

New

  • DX10 games, 64-bit and 32-bit, and 32-bit DX9 games. A 64-bit DX10 game's frame crosses to a D3D11 device of OptiScaler's own, where NR and the menu run. A 32-bit game gets x86\d3d9.dll or x86\dxgi.dll beside it, and everything else of this package in OptiScaler64\ with OptiScalerDx9Host.exe, the 64-bit host that runs OptiScaler. The installer (v0.8.2) puts them in place.
  • Fullscreen in 32-bit games becomes a borderless window over the monitor (ForceWindowed=0 under [Dx9X86] or [DxgiX86] opts out), and DirectInput devices read as untouched while the menu is open.
  • mochizuki on the finished frame (NR without upscaling) on every API, between two command lists of its own.
  • mochizuki synced to v0.0.5 plus its gfx1200 ACO hotfix: MochizukiAco (on by default) runs ACO's machine code from dlssnr-amd\aco\, 1080p 13.9 to 10.5 ms; MochizukiInt4 (off, needs ACO) runs the int4 mixed network from dlssnr-amd\dlssnr-int4.bin, 10.1 to 9.2 ms, with a live switch. The menu shows the network's build with a progress bar.
  • lmxxf synced to 0.42 (3a1be68c): one pass 10.45 to 9.85 ms at 1080p. LmxxfPassEstimate (on) runs two of three passes and extrapolates the third (30.1 to 21.1 ms); LmxxfSkinProtect (off) keeps skin-coloured pixels from the first pass.
  • The FPS overlay names the runtime the finished frame runs on.

Fixes

  • lmxxf with 2 or 3 passes left part of the screen without NR at high resolutions (a 2^20-row copy limit).
  • OptiFG is selectable with NR without upscaling, its output set to XeFG.
  • XeFG on the D3D11 bridge's finished frame paces as on D3D12 and turns off when Active is unticked.
  • A second window's swapchain (BeamNG's ImGui editor) gets no frame generation.
  • Vulkan XeFG ended the game with abort() at exit (its threads were still joinable).
  • The winmm proxy's own-DLL answer is logged once at info, then at debug.

Known issues

  • RivaTuner Statistics Server stalls XeFG's present: close it while frame generation runs.
  • XeFG on DX11 at a low base frame rate (under about 40 fps) can pace unevenly.

Built on danielblnc's DLSS-NR-on-AMD runtime, lmxxf's HIP port and mochizuki0323's Vulkan port (MIT, Licenses\).

OptiScaler 0.5.1-amd-nr

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@zmodelerlover zmodelerlover released this 07 Oct 20:47

OptiScaler 0.5.1-amd-nr: no more green noise on danielblnc 0.6.0, and NR without upscaling that comes back

  • Green noise with danielblnc 0.6.0. Runtime 0.6.0 reads FSR's pre-exposure one float past the end of the record packet OptiScaler sent, and got stack bytes: a different garbage value every frame, an exposure near zero, and green noise. The packet now carries 1 there. Older runtimes never read it.
  • NR without upscaling no longer switches off for the session.
    • A stall now turns Enable NR off with a note, as on the upscaler path, and turning it on again retries.
    • The 2 s stall clock starts when NR's queue reaches its job. A slow frame of the game's own (AMD's recording or screenshot, a loading screen, a mode change) is no longer blamed on NR.
    • After a 4 s GPU timeout, NR picks up again once that frame finishes, and it gives the back buffer back. A resize waits for it instead of failing with DXGI_ERROR_INVALID_CALL.
    • A runtime failure that left no job behind is retried 10 s later, up to 3 times.
    • A swapchain on another D3D11 device (an overlay's or a capture's) is left alone instead of stopping NR.
    • When the game moves to a new D3D11 device, NR moves with it (after 120 frames and 2 s without the old one) instead of stopping.
    • A pass whose start-up failed is never retried in a loop.
    • A resize that comes while NR's frame is timed out is no longer lost: NR picks up at the new size once the frame finishes.
  • D3D11 games with an sRGB backbuffer (Virt-A-Mate and other Unity games in linear colour) now run NR without upscaling. Before, it refused them with no log line.
  • DX11-to-DX12 bridge: a failed step no longer quits the game on the first frame. The D3D12 swapchain is resized again when the sizes stop matching, and only after 30 failed frames in a row does Present return DXGI_ERROR_DEVICE_REMOVED, as before. Turning HDR on mid-game resizes the D3D12 swapchain to the new format too.
  • A resize waits at most 4 s for NR's frame, with a warning in the log.
  • amd_bridge.log no longer repeats the same line every frame (29 MB in one Cyberpunk session).
  • The log says which runtime NrBackend got, when the menu opens and closes, and when the AMD graphics tracker hooks go in.
  • Build: the scripts accept VS_ROOT when vswhere finds nothing, look for the Windows SDK where vcvars found it, and package the zip with forward-slash entries under Windows PowerShell 5.1.

OptiScaler 0.5.0-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 07 Oct 02:14

NR without upscaling and XeFG frame generation on every 64-bit D3D9, D3D11, D3D12, Vulkan and OpenGL game, lmxxf updated to upstream 0.41, and the 0.4.11 fixes.

What changed

  • NR without upscaling ([DlssNr] PresentWithoutUpscaler, "NR without upscaling" in the Neural tab). OptiScaler now runs danielblnc's network on the game's finished frame, HUD included, in games that have no DLSS, FSR or XeSS: 64-bit D3D9, D3D11, D3D12, Vulkan and OpenGL. Where the game's upscaler is on, NR keeps running inside it and the finished-frame path stands aside by itself. The full OptiScaler menu works on every one of those APIs.
  • XeFG frame generation on the same games, 2X up to 8X, on the NR output and with NR off too (then XeFG runs on its own optical-flow guides). The FPS overlay shows XeFG's output beside the game's frame rate.
  • OpenGL: a game whose window covers the whole monitor (Wolfenstein: The Old Blood) had its generated frames hidden by AMD's driver. While XeFG shows, the window is moved one row above the monitor so the driver hands it to Windows' compositor; it goes back when frame generation stops. The D3D12 device and swapchain AMD's OpenGL driver makes for itself are no longer hooked.
  • lmxxf synced to upstream 0.41: all 71 blocks, faster numerics, and free resolution for inputs up to 1080p, which also makes Style work at 720p renders (it had almost no effect there).
  • danielblnc on the upscaler path: fixed noise seed (AmdFixedSeed, "Fixed noise seed" in the menu, on by default). This removes the flicker with temporal on in Cyberpunk 2077.
  • Fixes: Red Dead Redemption's XeFG generated nothing (Streamline started a second FG frame every frame); Unity games (Cities: Skylines) kept the old size after a resize on the DX11 bridge; XeFG no longer stays locked at a low frame rate after a hitch; NR's GPU time is in the FPS overlay and the menu.
  • Everything from 0.4.11: The Witcher 3's dynamic resolution and ray tracing, lmxxf and mochizuki on the DX11 bridge, Assetto Corsa's menu with CSP.

Turning on XeFG with NR without upscaling

  1. Install with the AMD-NR ReShade Installer v0.8.0, OptiScaler route. It turns NR without upscaling on in a fresh OptiScaler.ini and picks the right file name for the API (dxgi.dll, d3d9.dll, opengl32.dll, winmm.dll for Vulkan).
  2. In game, press Insert, open the Neural tab and turn on Enable NR.
  3. In Frame Generation, set FG Input to OptiFG (Upscaler) and FG Output to XeFG, press Save Settings and restart the game.
  4. After the restart, tick Active under Frame Generation (XeFG) and pick the count under MFG (Auto is 3X). End switches XeFG on and off, Numpad 5 switches NR. D3D11 and D3D12 games need borderless or windowed mode.

Upgrade notes

  • The AMD-NR ReShade Installer v0.8.0 installs this release and recommends it on every API above. Picking an older OptiScaler there brings back the old recommendation.
  • By hand: extract the zip and run Setup.bat, then set PresentWithoutUpscaler=true under [DlssNr] for a game without an upscaler. danielblnc 0.6.0 down to 0.3.0 keep working; NR without upscaling runs on danielblnc only. mochizuki stays at 0.4.10-amd-nr.
  • 32-bit games stay on the ReShade route.

Experimental: do not use it in online games with anti-cheat.

SHA-256 of the zip: 0a652047fd5353005ca77f8d1e7292d4a377ca2b3343d02137353fdcc10eed4d

OptiScaler 0.4.11-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 06 Oct 03:53

The Witcher 3 with dynamic resolution and ray tracing, lmxxf and mochizuki in DX11 games, and the Assetto Corsa menu with CSP.

What changed

  • Games with dynamic resolution (The Witcher 3). The Witcher 3 changes its render resolution every second or so, and every step used to count as a settings change.
    • danielblnc switched NR off for a moment at every step, so it kept flickering on and off. The model now stays at the largest frame seen and a smaller one is scaled up to it, so a step no longer interrupts it.
    • lmxxf rebuilt its whole network at every step (about 1.7 s each), so it never got to run. It now keeps the network of the largest frame seen and only rebuilds its codec, which takes a few milliseconds.
    • A lasting drop in resolution (a lower upscaler mode) keeps the larger size until the game restarts: it works, it just costs a little more GPU.
  • lmxxf with ray tracing. lmxxf splits the game's command list at the upscaler, and it refused any list that also traced rays, so in The Witcher 3 with ray tracing on it said split ineligible: state_object and ran no NR. The split now carries the ray tracing state over, and predication too.
  • lmxxf and mochizuki in DX11 games that reach the upscaler through OptiScaler's own DX12 bridge (Assetto Corsa). The bridge's command lists now get the same-frame hook these runtimes need. Before, they ran no NR there. Thanks to GhostNappa, whose patch this is based on.
  • Assetto Corsa with CSP: the menu takes clicks. 0.4.10's low-level mouse hook only started when the game held its DirectInput mouse exclusively, and CSP's devices don't report as a mouse, so the clicks still got lost. It now starts whenever the menu is open and another WndProc holds the window. Again from GhostNappa's testing.

Upgrade notes

  • The AMD-NR ReShade Installer v0.7.12 installs this release. It now finds The Witcher 3's DX12 build (bin\x64_dx12\witcher3.exe) instead of its launcher, and no longer installs the unstable danielblnc builds in async: Timing stays on its default and you can still pick async in the menu.
  • By hand: extract the zip and run Setup.bat. danielblnc 0.6.0 down to 0.3.0 keep working; mochizuki stays at 0.4.10-amd-nr.

Experimental: do not use it in online games with anti-cheat.

SHA-256 of the zip: c8e8b773bde5eb76441b13c57017d5ad0f832227706124a2b6af9aa663c26727

OptiScaler 0.4.10-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 04 Oct 03:40

mochizuki works again on AMD's newest driver, an async mode for danielblnc's runtime, NR you can switch back on after a GPU freeze, and menu fixes for Assetto Corsa and wheels.

What changed

  • mochizuki on AMD driver 32.0.32015. On this driver mochizuki crashed the game while building its network, on every RX 9000. Some of its shaders hit a compiler bug in the driver, and one of them also computed a wrong picture (dark blotches and flicker). The shaders are rewritten around the bug: the network builds again and its output is byte for byte the same on 32.0.32015 and on 32.0.31041.
    • Quality, Balanced and Ultra Performance looked blotchy even after that (render resolutions like 720p, 635p and 360p). That came from the last block of the ViT attention, which mochizuki's own shader gets wrong on every driver when the token count isn't a multiple of 64. Fixed too, so those modes are more accurate than before on any driver.
    • Needs mochizuki 0.4.10-amd-nr (the installer pins it).
  • Async mode for danielblnc's runtime (Ins menu -> NR -> Timing, or AmdAsync=true). The game's queue no longer waits for the network every frame and the result lands one frame later. danielblnc traces the freezes some players met to those waits. In async the model runs after the finished frame with one pass, and frames that arrive while the network is still busy go out without NR, so a slower card gets NR on fewer frames. Read when the game starts.
  • A GPU freeze no longer turns NR off for the whole session. When one danielblnc job holds the GPU for 2 s, NR switches off and the menu says why; tick Enable NR again to retry, no restart needed.
  • Wheels and pedals no longer go to full lock while the menu is open. The menu used to block DirectInput wheels, pedals and joysticks by zeroing them, and zero on an axis is its extreme (full throttle on some pedal sets). They now pass through.
  • The menu no longer reopens right after you close it when the shortcut arrives by two paths.
  • Assetto Corsa: the menu answers the mouse. When the game holds its DirectInput mouse exclusively and another mod (CSP) has taken the window, the menu reads the clicks from a low-level mouse hook, only while it's open. Thanks to GhostNappa, whose patch this is based on.
  • When a mochizuki build dies (a driver crash), the next start logs every shader it compiles, so a report shows which one.

Upgrade notes

  • The AMD-NR ReShade Installer v0.7.11 installs this release and lets you pick danielblnc's runtime version per game. An OptiScaler.ini you already have keeps your settings.
  • By hand: extract the zip and run Setup.bat. danielblnc 0.6.0 down to 0.3.0 keep working.

Experimental: do not use it in online games with anti-cheat.

SHA-256 of the zip: 77063b67cf85934eca349a77f946bebdfad4c3da10a0f9af09e4760744e1ae18

OptiScaler 0.4.9-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 02 Oct 04:12

Faster lmxxf and mochizuki, lmxxf on the RX 9060 series, a new menu and NR on the FPS overlay, and protection against GPU freezes.

What changed

  • lmxxf is about twice as fast. It now runs lmxxf's latest network (0.39): a frame at 1080p went from 19.3 to 10.5 ms in our test, with the same picture.
    • RX 9060 and 9060 XT now run lmxxf too (their own kernels, in lmxxf-modules-gfx1200).
    • Style (Standard, Natural, Cinematic), as on the other runtimes. Natural is the default, the look lmxxf had until now. Changing it rebuilds the model (a second or two).
    • Speed section: Reuse on still scenes (a few fps more when the camera stands still, one pass only) and Compact 1080 tier (about 4% faster at the 1080 tier). Both are slightly lossy and off by default.
    • Games whose colour is R10G10B10A2, B8G8R8X8 and other less common formats no longer lose lmxxf.
  • mochizuki is faster and steadier in motion. It runs mochizuki0323's latest Windows network: 1080p 9.3 to 8.5 ms, 4K 55.6 to 48.1 ms. Below 1080p (720p, FSR Quality at 1440p) the picture in motion is far steadier. The first start in a game takes about 6 s.
  • A GPU freeze is caught before it locks the PC. With danielblnc's runtime, one network job that holds the GPU for 2 seconds turns NR off until the game restarts, and the menu says why. Some RX 9060 XT players saw 4-second jobs that froze the whole machine. AmdStallStandDownMs sets the limit (0 turns it off).
  • New menu.
    • Sections down the left: NR, UP, FG, IMG, UI, ADV.
    • The window can be resized (thanks to Caliel666) and never goes past the screen.
    • It can be anchored to a corner: drag it there, or pick it under Interface -> Menu corner.
    • Rounded corners, a Discord button beside Open Wiki, and a shorter title.
  • NR on the FPS overlay. While NR runs, the first line says which runtime, and the Full overlay shows the model's time and its graph, like the upscaler's. The overlay's lines take the theme's colours. Numpad 5 now switches NR on and off by default (with Num Lock on).
  • Better logs for "DLSS does not work". OptiScaler.log now records what a game asks before it offers DLSS, and warns when a game runs 30 seconds without handing any upscaler to OptiScaler.

Upgrade notes

  • The AMD-NR ReShade Installer installs this release with danielblnc's runtime 0.5.1 and mochizuki 0.4.9-amd-nr. An OptiScaler.ini you already have keeps your settings.
  • By hand: extract the zip and run Setup.bat. It now copies the RX 9060 lmxxf kernels too. danielblnc 0.6.0 (supporter build) down to 0.3.0 keep working.
  • The lmxxf runtime and the OptiScaler DLL in this zip go together: an older LmxxfNrRuntime.dll does not run with this OptiScaler.

Experimental: do not use it in online games with anti-cheat.

SHA-256 of the zip: 84a2e4f2f45c3e9e913047bbb6c0d71ebeebdb0ff6c4d13965fe2d256e2ed723

OptiScaler 0.4.8-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 01 Oct 17:33

danielblnc's colours as his own runtime gives them, the game's exposure for mochizuki, and fixes for Watch Dogs: Legion and RE Engine games.

What changed

  • danielblnc's colours match his own runtime. Two things left skin and hair paler than his and made the styles do nothing:
    • Encoding is Linear by default. sRGB decoded the frame before the network and left it darker, so the network changed less. An OptiScaler.ini from before 0.4.8 reads its old sRGB default as Linear, until you first save settings.
    • Style (Standard, Natural, Cinematic) goes to the network, as in his overlay. It replaces "Colour grade", which only imitated NVIDIA's grade on the finished frame. An old Colour grade carries over as the Style.
  • Info drawer. The runtime status lines under Experimental are in a closed Info drawer on all three runtimes. The frame time graph stays where it was.
  • Watch Dogs: Legion.
    • No more green screen at 100% in the dark. The game hands an 8-bit colour with an exposure texture, and that exposure was applied a second time. The exposure texture is now used for HDR input only, as NGX does, on every runtime.
    • NR works below 100% NR resolution. The game's R16G16_TYPELESS motion vectors were refused there.
  • mochizuki.
    • Game exposure (top of the mochizuki section, on by default). The network sees the frame at the brightness the game shows it, as danielblnc's runtime does. Before, a game whose light is on another scale reached it washed out, and the effect stayed in the shadows (Resident Evil Requiem). Info shows the white point in use.
    • RE Engine games (Resident Evil, Monster Hunter Wilds) load DLLs from a copy in _storage_\. mochizuki now finds its dlssnr-amd\ folder beside the game's exe, where it used to fail at once. It also takes their R9G9B9E5 colour, plus B8G8R8X8 and other colour formats.
    • From mochizuki0323's latest work:
      • The history weight is NVIDIA's (0.7397), which means less trailing in motion.
      • Preprocess (off by default) changes exposure, curve, contrast and saturation before the network and takes them back out of its answer. Its auto exposure helps a game that hands no exposure to the upscaler.

The colour change was compared in NTE. The game exposure and the RE Engine fix were tried in Resident Evil Requiem. The Watch Dogs: Legion fixes come from a player's logs and have not been played yet.

Upgrade notes

  • The AMD-NR ReShade Installer installs this release with danielblnc's runtime 0.5.1 and mochizuki 0.4.8-amd-nr. An OptiScaler.ini you already have keeps your settings.
  • By hand: extract the zip and run Setup.bat. danielblnc 0.6.0 (supporter build) down to 0.3.0 keep working.

Experimental: do not use it in online games with anti-cheat.

SHA-256 of the zip: 2cda19f1902804ddfd0f5d9841c62ba4445bc0bc60fbf2ddbf292f73c1e35b3b

OptiScaler 0.4.7-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 01 Oct 13:38

danielblnc's 0.5.1, now public, recommended, and his 0.6.0 supporter build accepted.

What changed

  • danielblnc 0.5.1 is public and recommended (Alpha 0.5.1). Its setup is the same file 0.4.5-amd-nr already accepted.
  • danielblnc 0.6.0 (supporter build) runs. It is not distributed: if you have it, put its setup next to Setup.bat. It adds RX 6000 (RDNA2) cards, which need AMD's HIP SDK 7.2 runtime since their drivers ship HIP 6.4 only, and fixes flicker in dark areas and on small lights before upscaling.

The 0.6.0 mapping was checked against its binary and run without a game on an RX 9070 XT (24 of 24 frames in every wait mode, 9.4 ms per frame at 1080p). Not yet played in a game, and not tried on an RDNA2 card. The mochizuki and lmxxf runtimes are the same as in 0.4.4.

Upgrade notes

  • The AMD-NR ReShade Installer installs this release with danielblnc's runtime 0.5.1. An OptiScaler.ini you already have keeps your settings.
  • By hand: extract the zip and run Setup.bat. 0.5.0 to 0.3.0 keep working; 0.3.3 is not accepted.

Experimental: do not use it in online games with anti-cheat.

SHA-256 of the zip: 12d2cb8c1b484f6586d851eff8468d801562e3530845aad07a94954e5dd0dced

OptiScaler 0.4.6-amd-nr

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@MatheusFerreiraS MatheusFerreiraS released this 29 Sep 15:51

The RenoDX composition, danielblnc's own Black lift and exposure, and his 0.5.0, now public, recommended.

What changed

  • RenoDX composition (Neural tab, Effect section, off by default). The composition of RenoDX's DLSS Neural Rendering add-on, after the NR runtime and before the upscaler, on all three runtimes. The network's change goes back on the game's own picture as a bounded gain instead of replacing it: highlights the runtime clipped keep their range, near-black areas are left alone, and where the network changed nothing the game's image passes untouched. Controls: Highlight guard (the most a pixel's brightness may move, 2x by default), Composition colour (1 the network's colour change, 0 the game's own colour at the new brightness), Colour limit and Remove black lift. Most useful in HDR games. Costs about 0.07 ms at 1080p on an RX 9070 XT (0.18 ms with Remove black lift).
  • One Effect strength on danielblnc, now 0 to 200%. Without the composition it sets the runtime's own strength, as before; with it the runtime keeps its default and this slider is the composition's intensity, which no longer restarts the model's history when moved. lmxxf and mochizuki have Effect intensity in the composition block.
  • Black lift and Exposure (Colour section): danielblnc's own controls, which the host used to pin. Black lift raises the darkest tones of the curve the network sees (0 to 0.25, 0 by default); Exposure picks the game's exposure or the runtime's own auto-exposure. Changing either restarts the model's history. Runtime 0.4.0 or later.
  • Upscale Ratio Override and Output Scaling moved from the Image tab to the Upscaling tab.
  • Games set up by the old Setup.bat get sRGB. Before 0.4.4 Setup wrote AmdEncoding=0 into every game, which ran as Linear; 0 now reads as sRGB, the default a first install gets. Choosing Linear in the menu still works.
  • danielblnc 0.5.0 is public and recommended. Its setup holds the same file 0.4.4-amd-nr already accepted. Only 0.5.1 is a supporter build now.

The mochizuki and lmxxf runtimes are the same as in 0.4.4. The composition was tried in Cyberpunk 2077; the rest has not been played in a game yet.

Upgrade notes

  • The AMD-NR ReShade Installer installs this release with danielblnc's runtime 0.5.0. An OptiScaler.ini you already have keeps your settings.
  • If an older Setup left "Disable temporal stabilization" ticked in a game, untick it in the Ins menu: it switches the model's temporal history off.
  • By hand: extract the zip and run Setup.bat. 0.4.3 to 0.3.0 keep working; 0.3.3 is not accepted.

Experimental: do not use it in online games with anti-cheat.

SHA-256 of the zip: 125543e3317a32ff5c0fa77538ee4bfbb8653b9a2a0fb309e2b689b449346059