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Release 0.5 — off-Present discovery and pacing improvements

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@mavismmg mavismmg released this 04 Sep 03:50
· 2 commits to main since this release

Performance and frame-pacing focused update.

  • Removes continuous process-module enumeration from ReShade's Present callback.
  • Detects DLSS-G/NGX providers immediately when they are loaded.
  • Adds a bounded background fallback during startup for unusual loading paths, stopping once the required provider patches and Streamline hooks are verified.
  • Keeps the lightweight load-time trigger armed for providers loaded later in the session.
  • Defaults legacy software flip pacing to off for current Streamline builds while preserving the compatibility option.
  • Adds passive slDLSSGGetState telemetry to report the number of frames actually presented.
  • Preserves the architecture-gate, temporal midpoint, and S.T.A.L.K.E.R. 2 compatibility fixes.

This build was tested successfully before publishing. Compatibility is not universal and may vary with the game, game version, Streamline/DLSS-G provider, GPU, driver, and configuration.

This is a compatibility and performance update for the fork. Full credit for the original project and implementation remains with Dreamt and the contributors credited in the repository.