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v1.2 — the kernels that make 4x fluid

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@matiasLombo matiasLombo released this 05 Sep 02:49
· 3 commits to master since this release

Drop version.dll in the game folder. Nothing else — no text files, no
swapped DLLs, no settings to change.

What changed

The Blackwell frame-generation kernels now ship on by default, and they are
what makes 3x/4x actually look like 3x/4x.

They were in previous releases, but behind an opt-in file almost nobody
created, and described in the source as "a speed change, not an image change".
That was never verified and it is wrong. Avatar: Frontiers of Pandora at 4x
judders during camera movement without them and is fluid with them, everything
else held identical — same build, same snippet, same settings. The kernel that
matters is the motion-vector estimate, which fits the symptom exactly: the
scene looks fine standing still and breaks up when the camera moves.

If you tried 3x/4x before and it felt no smoother than 2x, this is the release
to retry.

Coverage. The kernels are rebuilt per DLSS-G snippet build, and the header
now carries several at once, selected by fingerprint at load time. Fourteen
snippets spanning the whole multi-frame era (310.1 through 310.9) turn out to
use only three kernel layouts; all three ship, and all three were verified in
a real game — Avatar, Cyberpunk 2077 and GTA V Enhanced.

Older Streamline. Games on Streamline 2.7 to 2.10 — Avatar among them —
express two of the patches differently and were silently getting neither. Both
now have a form for that family, verified offline against every build to leave
2.11+ untouched.

The log tells you. CUBINS NOT APPLIED means 4x will judder, not that a
speed-up was missed. If you see it, the snippet on your machine is newer than
anything here; open an issue with mfg-unlock.log and it takes one command to
cover it.

Confirmed working

DOOM: The Dark Ages, GTA V Enhanced, Cyberpunk 2077, Avatar: Frontiers of
Pandora. RTX 40-series.