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Releases: ghostinthecamera/GITC-Uplift
Release list
GITC Uplift 1.5.0
GITC Uplift 1.5.0 adds a built-in Simplified Chinese interface and an experimental option for NR passes across DX12 GPU queues.
- English and Simplified Chinese. Use the dropdown at the top right of the Uplift window, beside Enable and the hotkey. The choice is saved in the existing ReShade.ini. Translations are embedded in the addons; no language packs or extra font files are included. English remains the default.
- Optional cross-queue passes on 64-bit DX12. Advanced → Allow cross-queue passes (DX12, experimental) lets a later pass stay at Present when the game's DLSS and Present run on different GPU queues. For example, pass 1 can run After DLSS and pass 2 at Present. It is off by default. Vulkan retains its existing queue restriction.
- Separate performance confirmations. Both the cross-queue option and Present with frame generation now show their own warning before enabling. With FG active, both options must be enabled and their Enable anyway buttons confirmed to use a cross-queue split.
Performance: cross-queue passes may reduce FPS, increase latency or produce image differences. The option remains experimental. Present with frame generation can have a dramatic cost because every Present pass also processes generated frames, potentially three or four times per game-rendered frame at 3x/4x FG. Disable these options if the results or performance are unsuitable.
Chinese fonts: ReShade set to Chinese, including System Default on a Chinese Windows installation, normally selects a compatible font automatically. If a custom font shows boxes, choose a Chinese-capable Global font in ReShade Settings, such as an installed Microsoft YaHei. Uplift does not change ReShade's language or font settings automatically.
Updating: copy all three files from Addons and both files from Shaders. Keep the addon and helper from the same release. Existing rendering settings carry over; cross-queue passes remain disabled until explicitly enabled.
Supply your own GPU-compatible nvngx_dlssnr.dll; NVIDIA's runtime is not included.
Installation and troubleshooting: README. All settings: guide. SHA256SUMS.txt contains hashes for every packaged file and the ZIP.
GITC Uplift 1.4.2
GITC Uplift 1.4.2 adds independent network selection for each NR pass and fixes partial-image processing after DLSS.
- Choose a network per pass. With NR 310.9.16, Passes 2–10 can inherit the Setup network or select Legacy / Small FP8 independently. This follows the existing per-pass placement flow, so a chain can use Legacy before upscaling and Small FP8 after DLSS. Details reports the network and recorded evaluation count for each created, requested pass.
- Correct After DLSS image coverage. Some NGX creation calls rewrite their dimension parameters. Uplift now preserves the submitted dimensions, fixing the smaller processing rectangle observed in Forspoken at 3840×1600 while retaining output origins and dynamic render sizing.
- Improve DLSS motion vectors at Present. On DX12 and Vulkan, Uplift removes camera-jitter motion when the game marks its vectors as jittered. Unflagged vectors keep their existing handling.
Stage and resolution are separate: After DLSS reads the game's upscaled output. Uplift's Resolution → Full runs NR at that output resolution; lower settings process a smaller copy and apply the result across the complete image.
Updating: copy all three files from Addons and both files from Shaders. The addon and helper must come from the same release. Existing settings carry over; later passes inherit the Setup network by default.
Supply your own GPU-compatible nvngx_dlssnr.dll; NVIDIA's runtime is not included. NR 310.8 keeps its existing Legacy behavior and disables the newer network/mask selectors.
Installation and troubleshooting: README. All settings: guide. SHA256SUMS.txt contains hashes for every packaged file and the ZIP.
GITC Uplift 1.3.3
GITC Uplift 1.3.3 lets you type values past the end of a slider, and makes the 310.9.16 controls clearer.
- Ctrl+click a slider to type a value past its end. Up to ten times the slider's end is now kept (Structure and Local tone up to 10, Edit strength up to 20, and so on), and it survives a restart. Before, anything past the end snapped back. The Resolution scales (100 % at most) and Auto exposure's Blend (100 % is the meter) keep their limits.
- Intensity stops at 1. NVIDIA's NR caps it there: 2 or 5 look exactly like 1. For a stronger result, turn on Result shaping and raise Edit strength (2 doubles NR's change). The Intensity tooltip now says so.
- With NR 310.8, Network preset and Native mask blend mode are greyed out, with the reason, and Network preset shows Legacy. 310.8 only has the Legacy network and no mask modes. Your saved choices are kept for a newer runtime.
Updating:
- Copy all three files from the zip's
Addonsfolder:gitc-uplift.addon64,gitc-uplift.addon32andgitc-uplift-helper64.exe. The 32-bit add-on and the helper must come from the same release. - The shaders and the
GITC-Upliftfolder are unchanged, and your settings carry over.
Everything else is as in 1.3.2. Installation and troubleshooting are in the README, and every setting is explained, with pictures, in the guide. SHA256SUMS.txt lists the SHA-256 of every file in the zip.
GITC Uplift 1.3.2
GITC Uplift 1.3.2 works with ShortFuse's compat-fp16 build of NVIDIA's NR 310.9.16, which runs on older RTX cards too.
- ShortFuse's compat-fp16 310.9.16 build is supported. It keeps NVIDIA's network weights and adds GPU code for RTX 20, 30, 40 and 50 cards, so 310.9.16's Network preset (Legacy or Small FP8) and Native mask blend mode work beyond the 50 series. Uplift now reads that build's own log, so Details and ReShade.log name the network NR really runs.
- Tested on an RTX 4090 in Direct3D 12 and native Vulkan games; the other generations haven't been tested live yet.
- To use it: select the DLL under Runtime path (Advanced), restart the game, and use Setup's Network preset and Native mask blend mode as usual. ShortFuse supplies the file; Uplift never includes NVIDIA files.
- Native mask blend mode, explained: the modes 0-3 do change NR's output when NR gets its own control mask, but Uplift doesn't feed NR that mask yet, so in Uplift the modes may look alike. Uplift's own character mask (UPLIFT_MASK) works as before. Mode 1 stays the default.
Updating:
- Copy the three files from the zip's
Addonsfolder:gitc-uplift.addon64,gitc-uplift.addon32andgitc-uplift-helper64.exe. - The shaders and the
GITC-Upliftfolder are unchanged, and your settings carry over.
Everything else is as in 1.3.1. Installation and troubleshooting are in the README, and every setting is explained, with pictures, in the guide. SHA256SUMS.txt lists the SHA-256 of every file in the zip.
GITC Uplift 1.3.1
GITC Uplift 1.3.1 adds support for NVIDIA's new NR runtime, 310.9.16.
- New in Setup: Network preset. With NR 310.9.16 it picks the network NR runs: A: Legacy (Uplift's default) or B: Small FP8. Runtime default lets the DLL choose (Small FP8 in 310.9.16). Changing it rebuilds NR and restarts its history. NR 310.8 always uses Legacy.
- New in Setup: Native mask blend mode (experimental, 0-3, default 1). It's NR 310.9.16's own mask combination, separate from Uplift's character mask. NR 310.8 ignores it.
- Details shows which network NR is really running, as NVIDIA's runtime reports it, and ReShade.log gets NR's own lines about the network and preset it picked.
- Look's "Model" is now called "Style" (A/B/C), so it isn't confused with the new network preset. Your saved choice is kept.
Which DLL? The stock 310.9.16 DLL only has GPU code for RTX 50 cards. On 40 series cards you require a specially patched DLL that unlocks support for those GPUs. You can use any patched dll :)
Updating:
- Copy the three files from the zip's
Addonsfolder:gitc-uplift.addon64,gitc-uplift.addon32andgitc-uplift-helper64.exe. - The shaders and the
GITC-Upliftfolder are unchanged, and your settings carry over.
Everything else is as in 1.3.0. Installation and troubleshooting are in the README, and every setting is explained, with pictures, in the guide. SHA256SUMS.txt lists the SHA-256 of every file in the zip.
GITC Uplift 1.3.0
GITC Uplift 1.3.0 lets each NR pass run at its own stage of the game's frame, so two passes can cost much less than before.
- New: Runs at (each Pass section, from Pass count 2).
- Before upscaling works at the game's render resolution, so it's cheap: in DLSS Performance it sees a quarter of the pixels. After DLSS and Present work on the full-size image.
- Let pass 1 do the heavy lifting before the upscale and pass 2 clean up after it.
- Tested in The Witcher 3 with Ray Reconstruction and 3x frame generation:
- 122 fps without NR;
- 69 fps with two passes After DLSS;
- 81-83 fps with pass 1 Before upscaling and pass 2 After DLSS, using about 600 MB less video memory, with almost no visible difference.
- Each later stage has its own Resolution. With Keep faces on, it also has a Keep faces here box. Result shaping works on the last stage.
- Works in DX12 games, DX11 games with DLSS, and Vulkan games with Vulkan NR at Present on Native. Elsewhere every pass runs at one stage, as before.
- With frame generation on, a pass set to Present may run After DLSS instead, and the card says why. After DLSS is the cheaper place with frame generation anyway.
- Before upscaling now works with Ray Reconstruction (DX12 and Vulkan). NR cleans the image Ray Reconstruction receives, before RR denoises and upscales it. If you had Before upscaling saved in an RR game, it now runs there instead of falling back to After DLSS.
- The card counts every stage's passes, and no longer says "Waiting for a frame" while NR works in games whose add-ons render ReShade's effects mid-frame (S.T.A.L.K.E.R. Anomaly and GAMMA).
- Auto exposure's Blend row reads "Blend (game to meter)" instead of "Blend (game ? meter)".
Setting it up: Setup's NR stage to Before upscaling, Pass count 2, then in Pass 2 set Runs at to After DLSS. Done! Details shows the whole chain. More in the guide.
Updating:
- Copy the three files from the zip's
Addonsfolder:gitc-uplift.addon64,gitc-uplift.addon32andgitc-uplift-helper64.exe. - The shaders and the
GITC-Upliftfolder are unchanged, and your settings carry over. Every pass runs at one stage until you change Runs at.
Everything else is as in 1.2.3. Installation and troubleshooting are in the README, and every setting is explained, with pictures, in the guide. SHA256SUMS.txt lists the SHA-256 of every file in the zip.
GITC Uplift 1.2.3
GITC Uplift 1.2.3 lets you decide how careful Uplift is with video memory. If you saw "NR skipped: needs 1.2 GB, 0.6 GB free", this is for you.
- New: Video memory check (Advanced, next to VRAM margin).
- Careful (default) is as before: NR only starts if it fits in the game's video memory budget, and pauses if the game needs the memory back.
- Relaxed lets NR go about 1 GB past the game's budget, trusting the game to shrink its texture cache.
- Off never checks, like other DLSS-NR add-ons.
- Relaxed and Off can stutter in games that really use all their video memory.
- The automatic VRAM margin is now 512 MB on every card. Before, it was 5 % of the card's budget when that was more: about 0.75 GB on 16 GB cards and 1.1 GB on 24 GB cards. Bigger cards now have that much more room for NR. You can still set your own margin, down to 1 MB.
- When NR doesn't fit, the card now points you to these settings.
Updating:
- Copy the three files from the zip's
Addonsfolder:gitc-uplift.addon64,gitc-uplift.addon32andgitc-uplift-helper64.exe. - The shaders and the
GITC-Upliftfolder are unchanged, and your settings carry over.
Everything else is as in 1.2.2. Installation and troubleshooting are in the README, and every setting is explained, with pictures, in the guide. SHA256SUMS.txt lists the SHA-256 of every file in the zip.
GITC Uplift 1.2.2
GITC Uplift 1.2.2 makes Auto input exposure smarter. It no longer gives up on the game's exposure just because it differs from Uplift's meter.
- Auto input exposure now blends. NR's input brightness is a mix of the game's own DLSS exposure and Uplift's meter.
- Before, Auto dropped to the meter as soon as the two were more than 2 stops apart. In many games, such as Onimusha: Way of the Sword, that gave NR a much darker input than the game intends, and dark scenes came out too bright.
- Two new settings, in Fixes, only while Input exposure is Auto:
- Auto exposure: Blend (default) or Switch (the game's own exposure).
- Blend (game → meter): 0 % is the game's exposure, 100 % Uplift's meter. The default is 80 %. Lower stays closer to the game's look; higher is more even between scenes.
- A broken game exposure still falls back to the meter. That now means more than 4 stops brighter or 5 stops darker than the meter for over a second. The card's Details line says which.
- With Log level on Debug, ReShade.log shows the game's exposure, the meter's and the gap once a second.
Updating:
- Copy the three files from the zip's
Addonsfolder:gitc-uplift.addon64,gitc-uplift.addon32andgitc-uplift-helper64.exe. - The shaders and the
GITC-Upliftfolder are unchanged from 1.2.1, and your settings carry over.
Everything else is as in 1.2.1. Installation and troubleshooting are in the README, and every setting is explained, with pictures, in the guide. SHA256SUMS.txt lists the SHA-256 of every file in the zip.
GITC Uplift 1.2.1
GITC Uplift 1.2.1 fixes two things in 1.2.0's Lumenite motion vectors.
- Thin details keep their motion. Thin outlines, hair strands and wires over a brighter background got almost no motion from Lumenite's vectors, so they could smear or flicker under NR while the camera moved. They now take the motion of what surrounds them. Very bright HDR pixels can no longer produce a broken motion vector either.
- No frozen motion vectors. If you have both Launchpad and Lumenite, a ReShade reload could leave NR reading the last vectors of a technique that had just been switched off, with the motion frozen. Uplift now only uses the vectors while the technique that makes them is on.
Updating:
- Copy the three files from the zip's
Addonsfolder:gitc-uplift.addon64,gitc-uplift.addon32andgitc-uplift-helper64.exe. - Also copy
Shaders/Uplift.fx, which changed again. UpliftMask.fxand theGITC-Upliftfolder are unchanged, and your settings carry over.
Everything else is as in 1.2.0. Installation and troubleshooting are in the README, and every setting is explained, with pictures, in the guide. SHA256SUMS.txt lists the SHA-256 of every file in the zip.
GITC Uplift 1.2.0
GITC Uplift 1.2.0 runs NR natively in Vulkan games, adds Keep faces and Lumenite's motion vectors, and stops NR at Present flickering with DLSS's motion vectors.
- Vulkan games: NR now runs natively on the game's own Vulkan device. This is the new default, with no setup. Before, NR always ran on a separate Direct3D 12 device next to the game.
- Where native can't run, NR falls back on its own: first to Direct3D 12, then to Uplift's helper process.
- Vulkan NR at Present (Advanced) lets you pick Native, Direct3D 12 or Helper yourself. Use Helper for emulators that reserve most of the game's memory, such as KytyPS5.
- Only Native can run NR inside the game's DLSS. Picking Direct3D 12 or Helper moves NR's stage to Present and greys out After DLSS and Before upscaling.
- Switching stages and routes hands NR over cleanly, with no wait and no second copy of NR.
- Keep faces (new, in Look). NR keeps its lighting and shading on characters but no longer reshapes their faces.
- It costs one more NR run per frame, whatever your pass count, plus the video memory of one more NR run.
- Turn on Show the face mask (Advanced) to see what it protects, then tune it with the rows under it. The guide explains each one.
- Lumenite's motion vectors (new). Motion vectors now offers Lumenite after Launchpad.
- Turn on "LUMENITE: Kernel 2.0" and put Uplift below it.
- Auto uses DLSS's vectors where it can, then Launchpad's, then Lumenite's. If you have both Launchpad and Lumenite, Auto picks Launchpad; choose Lumenite to use it.
- This needs 1.2.0's
Uplift.fx.
- NR at Present with DLSS's motion vectors no longer flickers. This happened when the GPU ran several frames behind, and it is fixed in DirectX 11, DirectX 12 and Vulkan games.
Updating:
- Copy the three files from the zip's
Addonsfolder:gitc-uplift.addon64,gitc-uplift.addon32andgitc-uplift-helper64.exe. - Also copy
Shaders/Uplift.fx, which changed for Lumenite. UpliftMask.fxand theGITC-Upliftfolder are unchanged, and your settings carry over.
Installation and troubleshooting are in the README. Every setting is explained, with pictures, in the guide. SHA256SUMS.txt lists the SHA-256 of every file in the zip.