Skip to content

Latest commit

 

History

11 Commits

Folders and files

NameName
Last commit message
Last commit date
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

RTX 40 MFG Unlock for Cyberpunk 2077

Experimental Cyber Engine Tweaks mod providing fixed 2x through 6x and Dynamic DLSS Frame Generation controls on RTX 40 series GPUs. The 5x and 6x modes are especially experimental.

Dynamic defaults to a 4x ceiling. Its UI toggle allows experimental 5x and 6x. UI recomposition is requested only when matching HUDless and UI buffers are tagged. The panel reports rendered FPS and total DLSS output FPS.

Version 1.1 restores the preserved D157 runtime and separates DLSS-G feature identity from version eligibility. A loaded module must expose the DLSS-G-specific NVSDK_NGX_D3D12_PopulateDeviceParameters_Impl export before its version is considered. The tested provider versions are 310.7.0.*, 310.7.128.*, 310.7.129.*, and 310.8.0.*; other 310.7.x builds are not accepted implicitly.

Streamline 2.12 and 2.13 module layouts are recognized independently of the DLSS-G provider version. Updating nvngx_dlssg.dll does not require matching versions of nvngx_dlss.dll, nvngx_dlssd.dll, nvngx_dlssnr.dll, nvngx_deepdvc.dll, or the other Streamline DLLs.

This is an unsupported research mod. Modes above 2x may cause artifacts, latency, frozen presentation, black screens, or crashes.

Install

Requires Cyberpunk 2077, Cyber Engine Tweaks, an RTX 40 series GPU, and DLSS Frame Generation enabled. CET 1.37.1 was used during development.

Extract bin into the Cyberpunk game directory, merge folders, then select a mode from the CET overlay. Select the multiplier before launch when possible. If Frame Generation is already active, toggle it Off and On (or restart the game) so Streamline rebuilds the feature with the requested shape. The release ZIP does not include config.json, so installing it preserves the selected mode.

The v1.1 provider matrix covered 17 DLSS-G binaries: the five binaries in the four supported version triplets passed and all twelve others failed closed. Each passing provider was also checked beside renamed DLSS, DLSSD, DLSSNR, and DeepDVC siblings; only DLSS-G was admitted. These compatibility checks and FPS counters do not by themselves prove final-present image quality.

How it works

The ASI intercepts slGetFeatureFunction, watches modules actually loaded by the game, and identifies Streamline and NGX candidates by exports and exact code signatures. DLSS-G feature identity is established before the supported-version gate, preventing same-version DLSS-family siblings from being scanned as the Frame Generation provider. It patches only mapped process memory, never DLLs on disk, and does not assume NVIDIA cache paths.

The D157 (v1.0) fix targets Ada’s midpoint compaction bug: at higher multipliers, generated samples collapse toward the middle of the frame interval instead of occupying their requested temporal positions, producing near duplicate frames. It backports the corrected slot-9 temporal program used by Blackwell in process memory so each generated sample is evaluated at its own evenly spaced position between rendered frames. If the active adapter, provider version, or layout cannot be verified, the patch fails closed to native 2x.

The bridge becomes ready only after the active DLSS G wrapper and loaded NGX module are verified and patched. It then adjusts slDLSSGSetOptions and reads actual presentation counts through slDLSSGGetState.

The approach targets Streamline DLSS G rather than Cyberpunk's renderer. In another Streamline game, adapt the early DLL loading integration, UI and config paths, and game/provider specific signatures.

Build

Requires Visual Studio 2022, CMake 3.24+, and Streamline SDK 2.12.0.

cmake -S .\source\native -B .\build -G "Visual Studio 17 2022" -A x64 `
  -DSTREAMLINE_ROOT="C:\path\to\streamline-sdk-v2.12.0"
cmake --build .\build --config Release --parallel

The native build writes build\Release\RTX40MFG.asi. The CET UI and its FPS/status client are tracked at bin\x64\plugins\cyber_engine_tweaks\mods\RTX40MFG\init.lua. Breakpoint and deep-kernel research diagnostics are disabled in the normal build.

Logs are written to the temporary directory and include the process ID.

License

Original code in this repository is licensed under the MIT License. Reuse and redistribution are permitted provided the copyright and license notice are retained. NVIDIA Streamline, NGX, Cyberpunk 2077, and other third-party components remain subject to their respective terms.

About

Experimental DLSS Multi Frame Generation controls for Cyberpunk 2077 on RTX 40 series GPUs

Resources

Stars

143 stars

Watchers

8 watching

Forks

Releases

Packages

Contributors

Languages