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Releases: gunkobaek/NORDIC-DLSS5
Releases · gunkobaek/NORDIC-DLSS5
Release list
NORDIC 5 v0.7.42-beta.7
NORDIC 5 �0.7.42-beta.7 — Full Relighting / Model Lab Parity & Fast Game Installer
1. Local Tone & Full Neural Relighting / Model Lab Engine (Gunko.addon64)
- Multi-Scale Local Tone Relighting (LocalTone, default 1.00, range �.00–2.00):
- Replaced single-scale tone separation with true multi-scale (1 px + 4 px) tone and detail decomposition (DecomposeToneAndDetail) matching the reference neural relighting curve in both SDR and HDR.
- Updated the HDR highlight & shadow protection gate so achromatic multi-scale local relighting retains 82%–96% authority across bright highlights and deep shadows while still clamping color/hue drift (� green candle flips across all 486 HDR probe cases).
- Structural-only halo guard (LookHalo / LookHaloBrightSide) only attenuates structural detail overshoots near depth edges without flattening local lighting.
- Full Feature Parity in Frost Studio (Look & Pipeline tabs):
- Added per-pass Follow Pass 1 (Follow P1), Transfer (�..2), and Network Preset �..3 selector (�/1/2/3).
- Added Look & Relight Fine-Tune (Tone, Detail, Chroma, Highlight Guard, Shadow Guard, Detail Gate, Halo Guard, Bright-side Halo, Look Stabilize, Stabilize History).
- Added Processing Layers (Before / After NR) (Placement, Exposure, Contrast, Saturation, Highlights, Shadows, Lift, Gamma, Gain, Dehaze, Vignette).
- Added Model Lab (31 Conditioning Axes) with live WEIGHTS_HT conditioning patching and full Gunko/settings.ini persistence.
2. Faster, Smoother Game Installation & Desktop App Optimization (NordicDLSS5.exe �.5.101)
- Eliminated Redundant 266 MB Runtime Reads: Cached verified SHA-256 hashes for large runtime files (
vngx_dlssnr.dll) by (fullPath, size, lastWriteUtc, creationUtc) and reused pre-validated runtime hashes during preflight inspection. - Fast Atomic Writes & Path Verification: Replaced 21-syscall ancestor path checks in Disk.Plain with a single Win32 GetFileAttributesW call per segment, removed per-file FlushFileBuffers hardware stalls and per-file process/JSON rewrites inside the transaction loop, and parallelized library health inspection (RefreshHealth).
- Zero Inter-Game Queue Delay: Queued game updates now start immediately and chain back-to-back without waiting for the 5-second idle poll timer between games.
- Unity DirectX 11 Route Detection (FINAL FANTASY IX / FF9.exe): Unity _Data / UnityPlayer.dll executables that dynamically load D3D11/DXGI are now recognized as DirectX 11, automatically selecting the free dxgi.dll proxy route when d3d12.dll is occupied.
NORDIC 5 v0.7.42-beta.6
NORDIC 5 v0.7.42-beta.6 (Launcher 0.5.100)
Profiles & Defaults
- Pre-installed
Gunko_Golden_3_passes_RPGsProfile:- Bundled Gunko's 3-pass RPG configuration from Baldur's Gate 3 (
Pass 1: Bear / Preset 1,Pass 2: Falcon / Preset 1,Pass 3: Falcon / Preset 2,82.4%resolution,Native HDR) as a pre-installed profile available out-of-the-box in both the Desktop Launcher and the in-game NORDIC 5 overlay.
- Bundled Gunko's 3-pass RPG configuration from Baldur's Gate 3 (
- 1-Pass Model A (
Bear) Default (Gunko_Golden):- Updated the default profile (
Gunko_Golden) and fresh-install defaults to run a single neural pass (Pass 1: Model A / Bear,Pass 2/3/4: OFF) by default for maximum out-of-the-box performance.
- Updated the default profile (
Fixes & Improvements Included
- Fixed The Witcher 3 DX12 + DLSS-G Frame Generation startup crash (
OpusPresenter.addon64removed from global deployment, added to automatic conflict archival, and pinned against probe-device unload). - Improved Local Tone & Relighting preservation across HDR (
Cinema/Nordic) and SDR pipelines. - Added Window Drag & Drop on both the Desktop Launcher and the in-game NORDIC 5 overlay (
Unlockin Settings).
Checksums (SHA-256)
NordicDLSS5.exe:a1f288bc00777c6734ec43da08327199265efdadc6de6c6b8689bb2b73f58c7cGunkoSetup.exe:a1f288bc00777c6734ec43da08327199265efdadc6de6c6b8689bb2b73f58c7c
NORDIC 5 v0.7.42-beta.5
NORDIC 5 v0.7.42-beta.5 (Launcher 0.5.99)
Fixes & Improvements
- Fixed The Witcher 3 DX12 + DLSS-G Frame Generation Startup Crash (
0xc0000005insl.dlss_g.dll+0x672ea):- Removed the experimental DX11 test candidate
OpusPresenter.addon64from global game deployment and added it to automatic conflict archival (OtherNrNames) so existing installations automatically archive/remove it on update. - Added module pinning (
GET_MODULE_HANDLE_EX_FLAG_PIN) inGunko.addon64so that ifOpusPresenter.addon64is ever loaded in a process with a startup device probe, ReShade cannot unload and zero-reinitialize its savedIDXGIFactory2::CreateSwapChainForHwndtrampoline pointer.
- Removed the experimental DX11 test candidate
- Included all v0.7.42-beta.4 improvements:
- Stronger Local Tone & Relighting preservation across HDR (
Cinema/Nordic) and SDR pipelines (NordicHDRLab486/486 pass,NordicColorLab0 green flips). - Window Drag & Drop on both the Desktop Launcher and the in-game NORDIC 5 overlay (
Unlockin Settings). - Version Pill Up-To-Date Feedback and accurate Skellig Frame Generation readout in Baldur's Gate 3.
- Stronger Local Tone & Relighting preservation across HDR (
Checksums (SHA-256)
NordicDLSS5.exe:02d8dffaa70c12577f1b479a829c706a2170caaaf8ece90d95a42a56573ca6b4GunkoSetup.exe:02d8dffaa70c12577f1b479a829c706a2170caaaf8ece90d95a42a56573ca6b4
NORDIC 5 v0.7.42-beta.4 (Launcher 0.5.98)
NORDIC 5 v0.7.42-beta.4 (Launcher 0.5.98): HDR/SDR LocalTone & relighting improvement, full window drag & drop for both Desktop Launcher and in-game Frost Studio overlay, Skellig live FG multiplier fallback, and conflict cleanup.
NORDIC 5 v0.7.42-beta.3 — Auto-Fix Setup & VRAM Drain Patch
NORDIC 5 v0.7.42-beta.3 — Automatic Self-Healing Setup & VRAM Drain Fix
What's New in v0.7.42-beta.3
- Automatic Unreal Engine / Bootstrapper Root
.exeRedirection (Installer.ResolveExecutable&GameCatalog):- Selecting or launching from a root game bootstrapper executable (such as
Expedition33_Steam.exeorSandFall.exein Clair Obscur: Expedition 33) now automatically resolves and redirects to the actual 64-bit engine binary insideBinaries\Win64\*-Shipping.exeorBinaries\WinGDK\*-Shipping.exe. - Added automatic discovery for Xbox Game Pass PC (
XboxGames) libraries andWinGDKshipping binaries.
- Selecting or launching from a root game bootstrapper executable (such as
- Automatic In-Place Upgrade of Manual ReShade Installations (
Installer.cs&SkelligRuntime.cs):- Pre-existing manual ReShade installations (
dxgi.dll,d3d12.dll,d3d11.dll) are now automatically upgraded in-place to Nordic's verified ReShade 6.8.0 Add-on host while backing up the original DLL for byte-exactRestore.
- Pre-existing manual ReShade installations (
- Extended Automatic
nvngx_dlssnr.dllDiscovery (RuntimeLocator.cs):- Automatically locates
nvngx_dlssnr.dllplaced in parent game root directories (up to 3 levels aboveBinaries\Win64),Downloads, andDesktop.
- Automatically locates
- D3D12 / DX11 Bridge GPU Drain on
VramMode(Minimal/Reduced) & Stage Transitions (nr_core.cpp,integration.cpp):- Switching
VRAM Mode(Full/Reduced/Minimal),Chaintopology, or active passes (including Pass 4 onPresent) now triggers a fence-drained core rebuild instead of freeing textures mid-flight on the CPU thread. - Switching Hook Stage between
Before/After DLSSandPresentnow drains and releases the inactive stage'sDx11Bridgeimmediately to prevent duplicate 4K VRAM allocations.
- Switching
SHA-256 Checksums
NordicDLSS5.exe:bc69015997b90704c4bc57a6418ace77d24635bd7005d1ff02d36d1219ee082aGunko.addon64:67b9c6d9d90f8bf7d8748776ef4852b2e3fbf57b5f80e064766b9e426a56708aOpusPresenter.addon64(R15):42253b549d674525408b606e72c79826b31c0e61f8acac59a17962dcb1531ab0Skellig.addon64:904d3f18aa89c61d5ca313ecfc07b6e35ed7dd6a97954b7619a5368bc4eb122b
NORDIC 5 v0.7.42-beta.2 (Core 0.7.42 / Setup 0.5.95)
NORDIC 5 v0.7.42-beta.2 (Core 0.7.42 / Setup 0.5.95)
- Universal Nordic Flow 2x Frame Generation — R15 Hardware Presenter (
OpusPresenter.addon64+Gunko.addon64):- Pre-HUD Scene Synthesis & Clean Native UI: Captures pre-HUD scene color (
colorBeforeUi) and real 3D depth guides, synthesizes the interpolated Midpoint frame (M), runs NVIDIA DLSS 5 Neural Rendering (nvngx_dlssnr.dll) across bothMandR, and composites the crisp native game HUD and ReShade overlays on top of both frames. - R15 Hardware Swapchain Pacing & G-Sync/VRR Stability: Refined
M/Rmidpoint pacing (~50/50frame delivery split,0.26 msmedian ready-to-present latency), high-priority D3D12 presenter queue with clean fallback, strict game-driven tearing flag preservation (DXGI_PRESENT_ALLOW_TEARINGonly when requested by the engine), and full fault-isolation safety. - Zero Flicker on DX11 & DX12: Eliminates native FPS halving and HUD/menu/minimap flickering across DX11 (via the built-in DX11-to-DX12 GPU interop bridge, verified at 112–148 FPS in 4K on Baldur's Gate 3 DX11) and DX12 (The Witcher 3, Cyberpunk 2077).
- Pre-HUD Scene Synthesis & Clean Native UI: Captures pre-HUD scene color (
- Skellig Telemetry Overlay — Live Frame Generation Counter (
Skellig.addon64):- Fixed an issue where
app.displayFpscould lock theFGreadout on the Skellig overlay instead of tracking live PresentMon display FPS (2xinterpolated output). - Updated
SkelligRuntimein Setup so existing or modifiedSkellig.addon64binaries are seamlessly updated without blocking the toggle.
- Fixed an issue where
- Up to 4-Pass Chained DLSS 5 Neural Rendering Stack:
- Combine up to 4 independent neural passes (
Bear,Falcon,Serpent) chained directly in GPU model-space with 3-tier VRAM buffering (Full Precision,Balanced FP16,Ultra Low VRAM).
- Combine up to 4 independent neural passes (
- RTX 40-Series FP16-Compat First-Install Fix:
LookProfiles.Runtime()andInstaller.Inspect()accept all validated310.9.16.0runtime variants (includingcommunity-fp16-compat) when applying the bundledGunko_Goldenprofile on fresh installations.
SHA-256 Checksums
NordicDLSS5.exe:afff2840f3b3e543e24fab3c5c9b48e790c25d49337c05d6b4d8ee5c91fa732dGunko.addon64:d0d098ceaa4835e298d553ccc0822c10da046767bb26968025a285ad7bdfe337OpusPresenter.addon64(R15):42253b549d674525408b606e72c79826b31c0e61f8acac59a17962dcb1531ab0Skellig.addon64:904d3f189f9f2f6e7052b527b89843fe38bb9779f26aac0f2317cf2bbe6f070c
NORDIC 5 v0.7.42-beta.1 (Core 0.7.42 / Setup 0.5.95)
NORDIC 5 v0.7.42-beta.2 (Core 0.7.42 / Setup 0.5.95)
- Universal Nordic Flow 2x Frame Generation — R15 Hardware Presenter (
OpusPresenter.addon64+Gunko.addon64):- Pre-HUD Scene Synthesis & Clean Native UI: Captures pre-HUD scene color (
colorBeforeUi) and real 3D depth guides, synthesizes the interpolated Midpoint frame (M), runs NVIDIA DLSS 5 Neural Rendering (nvngx_dlssnr.dll) across bothMandR, and composites the crisp native game HUD and ReShade overlays on top of both frames. - R15 Hardware Swapchain Pacing & G-Sync/VRR Stability: Refined
M/Rmidpoint pacing (~50/50frame delivery split,0.26 msmedian ready-to-present latency), high-priority D3D12 presenter queue with clean fallback, strict game-driven tearing flag preservation (DXGI_PRESENT_ALLOW_TEARINGonly when requested by the engine), and full fault-isolation safety. - Zero Flicker on DX11 & DX12: Eliminates native FPS halving and HUD/menu/minimap flickering across DX11 (via the built-in DX11-to-DX12 GPU interop bridge, verified at 112–148 FPS in 4K on Baldur's Gate 3 DX11) and DX12 (The Witcher 3, Cyberpunk 2077).
- Pre-HUD Scene Synthesis & Clean Native UI: Captures pre-HUD scene color (
- Skellig Telemetry Overlay — Live Frame Generation Counter (
Skellig.addon64):- Fixed an issue where
app.displayFpscould lock theFGreadout on the Skellig overlay instead of tracking live PresentMon display FPS (2xinterpolated output). - Updated
SkelligRuntimein Setup so existing or modifiedSkellig.addon64binaries are seamlessly updated without blocking the toggle.
- Fixed an issue where
- Up to 4-Pass Chained DLSS 5 Neural Rendering Stack:
- Combine up to 4 independent neural passes (
Bear,Falcon,Serpent) chained directly in GPU model-space with 3-tier VRAM buffering (Full Precision,Balanced FP16,Ultra Low VRAM).
- Combine up to 4 independent neural passes (
- RTX 40-Series FP16-Compat First-Install Fix:
LookProfiles.Runtime()andInstaller.Inspect()accept all validated310.9.16.0runtime variants (includingcommunity-fp16-compat) when applying the bundledGunko_Goldenprofile on fresh installations.
SHA-256 Checksums
NordicDLSS5.exe:afff2840f3b3e543e24fab3c5c9b48e790c25d49337c05d6b4d8ee5c91fa732dGunko.addon64:d0d098ceaa4835e298d553ccc0822c10da046767bb26968025a285ad7bdfe337OpusPresenter.addon64(R15):42253b549d674525408b606e72c79826b31c0e61f8acac59a17962dcb1531ab0Skellig.addon64:904d3f189f9f2f6e7052b527b89843fe38bb9779f26aac0f2317cf2bbe6f070c
NORDIC 5 v0.7.41-beta.2 (Core 0.7.41 / Setup 0.5.94)
Novità in NORDIC 5 v0.7.41-beta.2 (Core 0.7.41 / Setup 0.5.94)
- Fix completo Nordic Flow 2x Frame Generation (Architettura Phase-Split):
- Zero Flicker di HUD e UI: eliminato il reset ricorsivo di pendingFlowReal durante il secondo Present; ora sia il Midpoint Frame (N - 0.5) sia il Real Frame NR (N) passano attraverso la pipeline completa di ReShade (presentStage -> reshade_overlay -> Present), disegnando la UI di Nordic 5 e l'HUD di Skellig su entrambi i backbuffer con zero strobing.
- Zero CPU Sleep (FPS nativi intatti + FG 2x reale): rimosso paceFlowPresent() (WaitForSingleObject che dormiva fino a 8 ms sul render thread del gioco dimezzando gli FPS nativi). La presentazione ora è divisa in due fasi GPU naturali: Phase 1 (0.15 ms, sintesi immediata del Midpoint Frame con trasferimento del look NR) sul primo Present, e Phase 2 (inferenza Tensor Core NVIDIA NR Pass 1-4 + Composite) sul secondo Present.
- Telemetria Skellig 2x: NordicReadApplicationFrames espone ora sia nativeFps (FPS) sia displayFps (FG 2x) a Skellig.addon64 e Skellig.exe.
- Aggiornamenti Cumulativi in un Solo Step (Setup 0.5.94):
- Updater.Check() interroga sempre direttamente l'ultima release disponibile su GitHub scartando eventuali pending.json intermedi e approva automaticamente l'identità del nuovo pacchetto per tutti i giochi installati.
NORDIC 5 v0.7.41-beta.1 — Nordic Flow 2x Frame Gen, Studio Inspector UI & VRAM Modes
Pre-release
NORDIC 5 — v0.7.41-beta.1 (Launcher 0.5.93 / Core 0.7.41)
What's New
- Nordic Flow (Universal 2x Frame Generation for DX12 & DX11):
- Brings 2x Frame Generation to games without native Frame Generation support (including Red Dead Redemption 2, Baldur's Gate 3, Ninja Gaiden 4, The Witcher 3 DX11, FM27, and any DX11/DX12 title).
- Hybrid Motion Pipeline: Automatically uses real DLSS
Depth+MotionVectorswhen DLSS/DLAA is active, and seamlessly falls back to a Coarse-to-Fine GPU Optical Flow estimator (FlowEstimate) on color-only games. - Depth-Ordered Bidirectional Synthesis & Static HUD Guard (
FlowInterpolate): 3x3 + trajectory midpoint motion candidate selection, forward-backward disocclusion guard, stationary UI/HUD/crosshair protection, and high-precision hardware swapchain pacing.
- Studio Inspector Dock UI Redesign:
- 4-Pass Horizontal Selector Strip: Select and toggle
PASS 01–PASS 04directly from the top strip, with live resolution dimensions (e.g. 65% · 2496x1408) and quickB / F / Smodel pills. - Zero-Scroll 2-Column Inspector:
Pass ON/OFF,Same as Pass 1,Match Pass 2-4 Res,Network Preset,Pass Intensity, andModel Resolution (% · WxH)are unified in the active Pass card, withDetail & StructureandColor, Motion, Film & VRAMside-by-side below.
- 4-Pass Horizontal Selector Strip: Select and toggle
- 3-Tier VRAM Buffering (
Full / Reduced / Minimal):- Full: Keeps warm secondary aspect-ratio cache for instant transitions.
- Reduced: Immediately frees disabled pass buffers, intermediate chained histories, and warm caches.
- Minimal: Shares model-space neural scratch textures across equal-resolution chained passes and frees redundant full-res buffers.
SHA-256
NordicDLSS5.exe:885f7d4e448646b1a08ccb064b9d7c801377690ef81fc6e291fd7e589d3582bd
NORDIC 5 v0.7.40-beta.1 (Launcher 0.5.92 / Core 0.7.40)
NORDIC 5 v0.7.40-beta.1 (Launcher 0.5.92 / Core 0.7.40)
- 4-Pass Quad Neural Stack (Dual / Triple / Quad · Fast 50% / Quad · Ultra 75%): Adds optional Pass 03 and Pass 04 refinement stages with full per-pass style (Bear, Falcon, Serpent), Render Preset 1/2, Intensity, model resolution, and Nordic image controls. Existing 2-pass profiles load unchanged with zero extra VRAM allocated when Passes 3 & 4 are off.
- Fused Zero-Halo Model-Space Chaining (ChainPack): Consecutive passes at equal model resolution feed each other directly in encoded working space with Nordic grading and a 3x3 base-envelope halo guard (clamp(next, baseLo - 0.08, baseHi + 0.08)), eliminating intermediate full-resolution composites, HDR round-trips, and multi-pass contrast/halo compounding while saving 7 intermediate textures of VRAM per chained pass (-493 MB VRAM at 4K Ultra 75% chain, -854 MB VRAM and -17% GPU time at 4K Fast 50% chain vs. unchained 4x).
- Single-Stage Chain Temporal Stabilization: Intermediate chained passes skip cascaded temporal IIR filtering and stabilize once at the end of the chain against the clean pre-chain base input, delivering 1st-order motion response with 0 multi-pass ghosting or disocclusion trails.