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Releases: gunkobaek/NORDIC-DLSS5

NORDIC 5 v0.7.42-beta.7

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@gunkobaek gunkobaek released this 01 Nov 23:27

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

Pre-release

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@gunkobaek gunkobaek released this 31 Oct 22:41

NORDIC 5 v0.7.42-beta.6 (Launcher 0.5.100)

Profiles & Defaults

  • Pre-installed Gunko_Golden_3_passes_RPGs Profile:
    • 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.
  • 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.

Fixes & Improvements Included

  • Fixed The Witcher 3 DX12 + DLSS-G Frame Generation startup crash (OpusPresenter.addon64 removed 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 (Unlock in Settings).

Checksums (SHA-256)

  • NordicDLSS5.exe: a1f288bc00777c6734ec43da08327199265efdadc6de6c6b8689bb2b73f58c7c
  • GunkoSetup.exe: a1f288bc00777c6734ec43da08327199265efdadc6de6c6b8689bb2b73f58c7c

NORDIC 5 v0.7.42-beta.5

Pre-release

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@gunkobaek gunkobaek released this 31 Oct 22:32

NORDIC 5 v0.7.42-beta.5 (Launcher 0.5.99)

Fixes & Improvements

  • Fixed The Witcher 3 DX12 + DLSS-G Frame Generation Startup Crash (0xc0000005 in sl.dlss_g.dll+0x672ea):
    • Removed the experimental DX11 test candidate OpusPresenter.addon64 from 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) in Gunko.addon64 so that if OpusPresenter.addon64 is ever loaded in a process with a startup device probe, ReShade cannot unload and zero-reinitialize its saved IDXGIFactory2::CreateSwapChainForHwnd trampoline pointer.
  • Included all v0.7.42-beta.4 improvements:
    • Stronger Local Tone & Relighting preservation across HDR (Cinema / Nordic) and SDR pipelines (NordicHDRLab 486/486 pass, NordicColorLab 0 green flips).
    • Window Drag & Drop on both the Desktop Launcher and the in-game NORDIC 5 overlay (Unlock in Settings).
    • Version Pill Up-To-Date Feedback and accurate Skellig Frame Generation readout in Baldur's Gate 3.

Checksums (SHA-256)

  • NordicDLSS5.exe: 02d8dffaa70c12577f1b479a829c706a2170caaaf8ece90d95a42a56573ca6b4
  • GunkoSetup.exe: 02d8dffaa70c12577f1b479a829c706a2170caaaf8ece90d95a42a56573ca6b4

NORDIC 5 v0.7.42-beta.4 (Launcher 0.5.98)

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@gunkobaek gunkobaek released this 31 Oct 22:07

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

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@gunkobaek gunkobaek released this 31 Oct 20:16

NORDIC 5 v0.7.42-beta.3 — Automatic Self-Healing Setup & VRAM Drain Fix

What's New in v0.7.42-beta.3

  1. Automatic Unreal Engine / Bootstrapper Root .exe Redirection (Installer.ResolveExecutable & GameCatalog):
    • Selecting or launching from a root game bootstrapper executable (such as Expedition33_Steam.exe or SandFall.exe in Clair Obscur: Expedition 33) now automatically resolves and redirects to the actual 64-bit engine binary inside Binaries\Win64\*-Shipping.exe or Binaries\WinGDK\*-Shipping.exe.
    • Added automatic discovery for Xbox Game Pass PC (XboxGames) libraries and WinGDK shipping binaries.
  2. 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-exact Restore.
  3. Extended Automatic nvngx_dlssnr.dll Discovery (RuntimeLocator.cs):
    • Automatically locates nvngx_dlssnr.dll placed in parent game root directories (up to 3 levels above Binaries\Win64), Downloads, and Desktop.
  4. D3D12 / DX11 Bridge GPU Drain on VramMode (Minimal / Reduced) & Stage Transitions (nr_core.cpp, integration.cpp):
    • Switching VRAM Mode (Full / Reduced / Minimal), Chain topology, or active passes (including Pass 4 on Present) now triggers a fence-drained core rebuild instead of freeing textures mid-flight on the CPU thread.
    • Switching Hook Stage between Before/After DLSS and Present now drains and releases the inactive stage's Dx11Bridge immediately to prevent duplicate 4K VRAM allocations.

SHA-256 Checksums

  • NordicDLSS5.exe: bc69015997b90704c4bc57a6418ace77d24635bd7005d1ff02d36d1219ee082a
  • Gunko.addon64: 67b9c6d9d90f8bf7d8748776ef4852b2e3fbf57b5f80e064766b9e426a56708a
  • OpusPresenter.addon64 (R15): 42253b549d674525408b606e72c79826b31c0e61f8acac59a17962dcb1531ab0
  • Skellig.addon64: 904d3f18aa89c61d5ca313ecfc07b6e35ed7dd6a97954b7619a5368bc4eb122b

NORDIC 5 v0.7.42-beta.2 (Core 0.7.42 / Setup 0.5.95)

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@gunkobaek gunkobaek released this 31 Oct 18:42

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 both M and R, 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/R midpoint pacing (~50/50 frame delivery split, 0.26 ms median ready-to-present latency), high-priority D3D12 presenter queue with clean fallback, strict game-driven tearing flag preservation (DXGI_PRESENT_ALLOW_TEARING only 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).
  • Skellig Telemetry Overlay — Live Frame Generation Counter (Skellig.addon64):
    • Fixed an issue where app.displayFps could lock the FG readout on the Skellig overlay instead of tracking live PresentMon display FPS (2x interpolated output).
    • Updated SkelligRuntime in Setup so existing or modified Skellig.addon64 binaries are seamlessly updated without blocking the toggle.
  • 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).
  • RTX 40-Series FP16-Compat First-Install Fix:
    • LookProfiles.Runtime() and Installer.Inspect() accept all validated 310.9.16.0 runtime variants (including community-fp16-compat) when applying the bundled Gunko_Golden profile on fresh installations.

SHA-256 Checksums

  • NordicDLSS5.exe: afff2840f3b3e543e24fab3c5c9b48e790c25d49337c05d6b4d8ee5c91fa732d
  • Gunko.addon64: d0d098ceaa4835e298d553ccc0822c10da046767bb26968025a285ad7bdfe337
  • OpusPresenter.addon64 (R15): 42253b549d674525408b606e72c79826b31c0e61f8acac59a17962dcb1531ab0
  • Skellig.addon64: 904d3f189f9f2f6e7052b527b89843fe38bb9779f26aac0f2317cf2bbe6f070c

NORDIC 5 v0.7.42-beta.1 (Core 0.7.42 / Setup 0.5.95)

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@gunkobaek gunkobaek released this 31 Oct 16:45

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 both M and R, 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/R midpoint pacing (~50/50 frame delivery split, 0.26 ms median ready-to-present latency), high-priority D3D12 presenter queue with clean fallback, strict game-driven tearing flag preservation (DXGI_PRESENT_ALLOW_TEARING only 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).
  • Skellig Telemetry Overlay — Live Frame Generation Counter (Skellig.addon64):
    • Fixed an issue where app.displayFps could lock the FG readout on the Skellig overlay instead of tracking live PresentMon display FPS (2x interpolated output).
    • Updated SkelligRuntime in Setup so existing or modified Skellig.addon64 binaries are seamlessly updated without blocking the toggle.
  • 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).
  • RTX 40-Series FP16-Compat First-Install Fix:
    • LookProfiles.Runtime() and Installer.Inspect() accept all validated 310.9.16.0 runtime variants (including community-fp16-compat) when applying the bundled Gunko_Golden profile on fresh installations.

SHA-256 Checksums

  • NordicDLSS5.exe: afff2840f3b3e543e24fab3c5c9b48e790c25d49337c05d6b4d8ee5c91fa732d
  • Gunko.addon64: d0d098ceaa4835e298d553ccc0822c10da046767bb26968025a285ad7bdfe337
  • OpusPresenter.addon64 (R15): 42253b549d674525408b606e72c79826b31c0e61f8acac59a17962dcb1531ab0
  • Skellig.addon64: 904d3f189f9f2f6e7052b527b89843fe38bb9779f26aac0f2317cf2bbe6f070c

NORDIC 5 v0.7.41-beta.2 (Core 0.7.41 / Setup 0.5.94)

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@gunkobaek gunkobaek released this 31 Oct 08:59

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

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@gunkobaek gunkobaek released this 31 Oct 07:42

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 + MotionVectors when 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 04 directly from the top strip, with live resolution dimensions (e.g. 65% · 2496x1408) and quick B / F / S model pills.
    • Zero-Scroll 2-Column Inspector: Pass ON/OFF, Same as Pass 1, Match Pass 2-4 Res, Network Preset, Pass Intensity, and Model Resolution (% · WxH) are unified in the active Pass card, with Detail & Structure and Color, Motion, Film & VRAM side-by-side below.
  • 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)

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@gunkobaek gunkobaek released this 31 Oct 05:03

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.