1.0.17
Fixed
Correction. The hold-back described below was written into the diagnostic enumerator, which runs only at detach. The function that patches never had it, so on this version the host executable is still hooked on the first scan and
skip_exehas no effect. Fixed in 1.0.19.
- The game's own code section was patched when a game links the NGX client statically. The Elder Scrolls Online exports the entry points from
eso64.exe; it is the only reported title that dies with no exception, no shutdown marker, and a log that simply stops. The host executable is now held back and hooked only if nothing has called DLSS a minute later.skip_exe=0hooks it at once,2never. - The adapter and driver were recorded only when the D3D12 session opened, so a game that died before that left a report with no machine in it. Read from the game's own device at the first DLSS call now.
Added
- Windows named as 10 or 11, not only the build number.
- Adapter vendor, device and subsystem ids.
TdrDelay, the timeout a GPU reset is measured against.- Video memory used against budget, at session open and when a device is lost.
- What the driver reports about the formats handed to DLSS, with an alarm if the output format takes no typed UAV store.
- Two builds of one NGX snippet in a single process are called out. Escape from Tarkov runs
nvngx_dlss.dllat 310.7.129.0 beside a hand-placed 310.8.0.0. - The calling thread id on every create and evaluate.
- DRED explains the shape of the command list, so an operation can be attributed without counting. Shared textures carry names.
Notes
- Escape from Tarkov: the GPU reset happens inside NGX's own recorded work, on a resource barrier, with no page fault. Not this add-on's operation.
- Aimed at The Elder Scrolls Online; not verified there.
- Verified on Baldur's Gate 3.