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DLSSNR-AMD 0.0.7
What's changed
This release is for Linux and Windows (experimental preview). Linux: tested on GE-Proton 11-9 with Mesa 26.2.4.
Everything below applies to both unless it says otherwise; the Windows-only changes are listed under
Windows.
- Changed: Natural and Cinematic are graded after the network, as NVIDIA's DLL does (#17); before, some
games showed little difference between the two.[Network] Style Grade = 0brings back the earlier picture.
Side by side with NVIDIA's DLL on an RTX 5090 (The Witcher 3,CC_SMALL_FP8, RenoDX style, by the number of
passes stacked; input): - Changed: the networks carry the names in NVIDIA's DLL:
CC_SMALL_FP8(the 310.9.16 new model),
CC_SILVER_AARDWOLD(the 310.8.0 old model) andCC_SILVER_AARDWOLD_INT4_MIXED(int4 mixed). All three are
always installed; the installer asks only which one a game starts with (--model <name>;--new-model,
--old-modeland--int4still work,--no-int4is no longer needed; on Windows-Model <name>, and
-Model new/oldand-Networkstill work). - Added: switching networks in game: a drop-down in NR Control (OptiScaler routes) and on the Add-ons page
(ReShade routes), and Ctrl+F11 cycles through them. The new network is prepared in the background while the
current one keeps running. A network that cannot run is greyed out with the reason. - Added:
[Network] Residency(autoby default): the networks share one activation memory, and a network no
longer running keeps only its weights, so switching back is quick; they move to RAM or are freed when video
memory runs short.resident,offloadandminimalkeep more or less. - Added: an on-screen display of the running network (
[Network] OSD: while switching, always, or off). - Added: an Engine data panel in NR Control and on the Add-ons page: what the network actually gets from the
game - colour format and encoding, exposure (from where, with its value), motion vectors (size, sampling,
scale) - coloured by whether the game gives it, something fills it in, or it is missing. For troubleshooting. - Added: the settings that were only in
dlssnr-amd.iniare in the menus too (the hotkeys and sounds,
[Log],WhitePoint,NoiseEveryFrame, and the new[Network]keys). - Added: LumeniteFX for the ReShade routes (
install.sh --lumenite; on Windows the installer asks, or
-Lumenite on): motion vectors from
LumeniteFX Kernel by Afzaal instead of VORT. It is not part of
this project: the installer downloads it from its author's GitHub and installs it unchanged. Motion vectors on
the Add-ons page switches between the two; if LumeniteFX cannot be used in a game, VORT runs and the log says
why. - Changed: the game's motion vectors are read as NVIDIA's DLL reads them: at the nearest texel (OptiScaler
routes), and without depth picking where to read ([Network] Motion Without Depth = 1; 0 = the earlier depth
pick). The edges of moving objects change. - Fixed: dynamic resolution with NR before the upscaler: NR ran on only a few frames while the size kept
changing, and video memory kept growing (to 13 GB in our test). Every new size is now prepared in the frame
it appears in, OptiScaler keeps the NR feature across sizes (D3D12 games), and video memory is bounded. At a
size change the history starts again, as in NVIDIA's DLL ([Network] Resize History = 1scales it to the new
size instead). - Fixed: video memory growing with every Model resolution change on the ReShade routes.
- Fixed:
CC_SMALL_FP8occasionally (about one frame in 2000) left a small stale block at the left edge of the
frame. - Fixed: bright dots on linear HDR frames with negative values at Model resolution below 100%.
- Fixed: a game whose colour format changes from frame to frame no longer gets a whole network per format.
- Fixed: RenoDX style on the OptiScaler route: an exposure texture in a typeless format (Dying Light: The Beast)
was not read and NR measured the picture instead; typeless motion vectors are read too.
Windows
- Changed: ACO Mode is on by default (
[Network] ACO Mode = 1): the network runs machine code made in advance
by Mesa's ACO compiler, loaded by the AMD driver. When it cannot be used, the driver's own compiler is used and
dlssnr-amd.logsays why. ACO Mode has been tested on one driver version only (AMD Software 26.9.2, RX 9070 XT);
if it causes problems with your driver, set it to 0 in NR Control or indlssnr-amd.ini.
CC_SILVER_AARDWOLD_INT4_MIXEDneeds it. - Changed: the installer no longer asks for the network combination: all three networks are installed (int4 mixed
is no longer tied to choosing the 310.8.0 old model) and it asks only which one a game starts with; ACO Mode is
-AcoMode 0/1on the command line. - Added: NR Control on Windows has everything it has on Linux: the network drop-down, the
[Network]settings
(with ACO Mode), the OSD and the Engine data panel. - The Natural/Cinematic grade has ACO machine code too; with ACO Mode the whole network still runs ACO's code.
- Fixed: D3D12 games whose command lists each carry their own copy of the vtable (The Witcher 3) showed NR as on
while every frame passed through (#15).
Downloads
- Linux, 64-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.7-x86_64.tar.gz - Linux, 32-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.7-i686.tar.gz - Linux (hotfix):
DLSSNR-AMD-Vulkan-Linux-0.0.7-hotfix-x86_64.tar.gz(64-bit games) and
DLSSNR-AMD-Vulkan-Linux-0.0.7-hotfix-i686.tar.gz(32-bit games), fixes NR crashing on its first frame and
OptiScaler's menu not showing in games for which Proton loads a native Vulkan loader, such as Red Dead
Redemption 2 (#20); the next release includes this fix. - Windows (experimental preview):
DLSSNR-AMD-Vulkan-Windows-0.0.7-preview-x86_64.zip
Full Changelog: v0.0.6-linux-preview...v0.0.7
DLSSNR-AMD 0.0.6-win-preview-alpha
What's changed
This release is Windows only; the Linux version stays at
0.0.6-linux-preview.
Also worth a try: TheAutomatic/dlss-5-amd-project
(OptScaler(NR)), an OptiScaler-based project with several NR backends.
- Added: the 310.9.16 new model, the default model of NVIDIA's
nvngx_dlssnr.dll310.9.16, now the default
network. It is faster than the 310.8.0 old model (see Performance below), which stays available. Both run with
ACO Mode Off and On. - Added: the installer takes
nvngx_dlssnr.dll310.9.16 (or its zip). 310.9.16 already contains the 310.8.0 old
model, so from it both models are extracted and installed; use it when you can. 310.8.0 still works and gives the
310.8.0 old model only. - Added: the installer first asks whether to use the 310.9.16 new model (Enter = yes), or give
-Model newor
-Model old. The choice only sets[Network] Modelindlssnr-amd.ini(small= the 310.9.16 new model,
original= the 310.8.0 old model); change it there to switch models, applied after a game restart. - int4 mixed exists for the 310.8.0 old model only: with the new model the installer does not offer it, and
-Network aco-int4-mixedsets the 310.8.0 old model. - Changed:
[Network]indlssnr-amd.inihas a new key,Model(smallororiginal), next toACO Mode. - Changed:
model-tools\dlssnr_extract_model.exetakes an output folder instead of a file name and writes
dlssnr.bin, and from 310.9.16 alsodlssnr-small.bin, into it. - Included: the ACO Mode fix for RX 9060 series cards of the 0.0.5-win-preview hotfix
(#12).
Performance
GPU time of the network per frame on an RX 9070 XT, 310.9.16 new model (network only):
| 1080p | 1440p | 4K | |
|---|---|---|---|
| Linux, 310.9.16 new model (in game) | 3.27 ms | 5.53 ms | 12.67 ms |
| Windows, 310.9.16 new model | 4.673 ms | 7.982 ms | 16.940 ms |
| Windows, 310.9.16 new model, ACO Mode On | about the same as Linux | about the same as Linux | about the same as Linux |
The Windows row (the AMD driver's own compiler) is from #13.
The ACO Mode row was not measured: ACO Mode runs the same machine code as Linux.
Thanks
Thanks to @Overclockers and @TheAutomatic for their contributions to this release.
Downloads
- Windows (experimental preview):
DLSSNR-AMD-Vulkan-Windows-0.0.6-win-preview-alpha-x86_64.zip - Windows (hotfix):
DLSSNR-AMD-Vulkan-Windows-0.0.6-win-preview-alpha-hotfix-x86_64.zip,
fixes NR showing as on but not changing the picture in some DirectX 12 games, such as The Witcher 3
(#15); the next release includes this fix. - Linux: the packages of 0.0.6-linux-preview
Full Changelog: v0.0.6-linux-preview...v0.0.6-win-preview-alpha
DLSSNR-AMD 0.0.6-linux-preview
What's changed
This release is Linux only and a preview; the Windows version is
DLSSNR-AMD 0.0.6-win-preview-alpha,
which runs the 310.9.16 new model too.
- Added: the 310.9.16 new model, the default model of NVIDIA's
nvngx_dlssnr.dll310.9.16, now the default
network. It is faster than the 310.8.0 old model (see Performance below), which stays available. - Added: the installer takes
nvngx_dlssnr.dll310.9.16 (or its zip) with--dll. 310.9.16 already contains
the 310.8.0 old model, so from it both models are extracted and installed; use it when you can. 310.8.0
still works and gives the 310.8.0 old model only. - Added: the installer first asks whether to use the 310.9.16 new model (Enter = yes), or give
--new-model
or--old-model. With the 310.9.16 new model it asks only about the RenoDX style; with the 310.8.0 old
model it asks about int4 mixed next, as before. The choice only sets[Network] Modelindlssnr-amd.ini
(small= the 310.9.16 new model,original= the 310.8.0 old model); change it there to switch models,
applied after a game restart. - int4 mixed exists for the 310.8.0 old model only. Installing with
--int4sets the 310.8.0 old model.
Performance
GPU time of the network per frame on an RX 9070 XT, 310.9.16 new model, measured in game (network only):
| 1080p | 1440p | 4K | |
|---|---|---|---|
| Linux, 310.9.16 new model | 3.27 ms | 5.53 ms | 12.67 ms |
Compared with NVIDIA's DLL
The 310.9.16 new model on an RX 9070 XT against NVIDIA's own nvngx_dlssnr.dll 310.9.16 run on an RTX 5090 through
NGX, with the same input and settings (PSNR, higher is closer):
| 1080p | 1440p | 4K | |
|---|---|---|---|
| Single frame | 49.15 dB | 49.40 dB | 50.59 dB |
| Moving sequences (motion vectors and history, 10 frames each) | 50.6-52.3 dB | 51.2-52.4 dB | 52.2-53.1 dB |
SSIM 0.997 for single frames and 0.998 for the sequences; the output changes from frame to frame by about
as much as NVIDIA's. Method, pictures and data:
docs/ngx-verification/310.9.16.
Thanks
Thanks to @Overclockers and @TheAutomatic for their contributions to this release.
Downloads
- Linux, 64-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.6-linux-preview-x86_64.tar.gz - Linux, 32-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.6-linux-preview-i686.tar.gz
Full Changelog: v0.0.5...v0.0.6-linux-preview
DLSSNR-AMD 0.0.5-win-preview
What's changed
This release is Windows only; the Linux version stays at
0.0.5.
- Added: int4 mixed, a second, faster network: part of its computation runs in int4, so its picture
differs somewhat from the default network's. The installer now asks for the network:
the default network compiled by the AMD driver, the default network as ACO machine code, or int4 mixed
(-Network default|aco|aco-int4-mixed); the choice is written to[Network] ACO Modeand
[Int4Mixed] Enabledindlssnr-amd.ini. int4 mixed runs with ACO Mode On only: the AMD driver's own
compiler makes slow code for its int4 kernels. Its weights are made at install from your model and
checked. Ctrl+F11 (or NR Control) switches between int4 mixed and the default network. Windows with ACO
Mode On and int4 mixed runs at about the same speed as Linux with int4 mixed. - Added: RenoDX style: the processing around NR follows
RenoDX's DLSS5 add-on v8.5.0-rc10, and every NR setting
is then RenoDX's ([RenoDX]indlssnr-amd.ini). The installer asks for it (-RenoDX on|off). - Added: NR Control on the OptiScaler route (End), this project's own NR menu. The NR DLL draws it over
the game's DirectX 11 or 12 swap chain, in the swap chain's encoding (SDR, scRGB or HDR10); there is
nothing to set up. - Changed: the ReShade routes are now called
reshade-feeder,reshade-feeder-dx9and
reshade-feeder-vulkan(werereshade,dx9andvulkan). - Changed: faster ReShade routes, the picture unchanged. Model passes 1 now builds the
network for one pass. - Fixed: ACO Mode turned itself off when OptiScaler's Vulkan GPU spoofing was on (
[Spoofing] Vulkan=true),
because the Vulkan loader then reports another card. NR now asks AMD's driver directly which card it runs. - Fixed: with ACO Mode On, now and then one frame showed a small wrong block near the top of the picture
(two network steps were not ordered). - Fixed: on the ReShade routes, turning NR off and on again continued from the history of
the frames before it was turned off; going back to a network still in memory (Ctrl+F11, a resolution
change) continued from its old history. - Added:
[DlssNr] NoiseEveryFrame(indlssnr-amd.inionly, default false): on frames without motion
vectors the network's noise seed changes every frame, as in NVIDIA's DLL.
Downloads
- Windows (experimental preview):
DLSSNR-AMD-Vulkan-Windows-0.0.5-win-preview-x86_64.zip - Windows, RX 9060 series (hotfix):
DLSSNR-AMD-Vulkan-Windows-0.0.5-win-preview-1-gf35f00f-x86_64.zip,
fixes ACO Mode on RX 9060 series cards (#12);
the next release includes this fix. - Linux: the packages of 0.0.5
Full Changelog: v0.0.5...v0.0.5-win-preview
DLSSNR-AMD 0.0.5
What's changed
This release is Linux only; the Windows version is
DLSSNR-AMD 0.0.5-win-preview.
- Added: RenoDX style, an install option (
--renodx, theoptiscaler-renodxroute, or[RenoDX] Enabled = 1
indlssnr-amd.ini). The processing around NR - how the picture is handed to the network and how its result
is put back - then follows RenoDX's DLSS5 add-on v8.5.0-rc10,
with RenoDX's own shaders; the network is the same, but the picture on screen looks different from the default
processing: try both and keep the one you like. All NR settings are then RenoDX's, with its names, defaults
and ranges ([RenoDX]indlssnr-amd.ini): Intensity, Style, Local tone, Local structure, Skin structure and
the mask, passes with their own settings, colour and transfer strength, the network's resolution, NR before or
after the upscaler, Adjust NR's look, Detail stability, HDR and encoding (HDR10 on the ReShade routes too) and
NR screenshots (F5: the same frame without and with NR). They are set in NR Control on the OptiScaler route and
on the Add-ons page on the ReShade routes. Detail stability (Auto by default, as in RenoDX: on after the
upscaler when the game gives motion vectors) costs extra GPU time; Off (NRDetailStability = 1) saves it. - Added: NR Control on the OptiScaler route (End), this project's own NR menu. It always has the int4 mixed
and Preprocess switches. With the RenoDX style on it also has every other NR setting (Intensity, Style, Local
tone and the rest above), and OptiScaler's NR settings are locked: OptiScaler then only does upscaling and
frame generation. With the RenoDX style off the other NR settings stay on OptiScaler's DLSS Neural Rendering
page. It also shows what NR is doing (frame and network sizes, passes, NR's cost split into the
network and the rest). It is a Vulkan layer in the game folder: copy the whole launch-options line the
installer prints. X11 (XWayland) and Wayland (PROTON_ENABLE_WAYLAND=1). - Changed: the ReShade routes are now called
reshade-feeder,reshade-feeder-vulkanandreshade-feeder-dx9
(werereshade,vulkananddx9). - Changed: faster ReShade routes, the picture unchanged. Model passes 1 now builds the network for one pass.
- Fixed: on the ReShade routes, turning NR off and on again continued from the history of the frames before it
was turned off. - Fixed: going back to a network that was still in memory (Ctrl+F11 between int4 mixed and the default network,
a resolution change) continued from its old history. - Added:
[DlssNr] NoiseEveryFrame(indlssnr-amd.inionly, default false): on frames without motion vectors
the network's noise seed changes every frame, as in NVIDIA's DLL. With no previous frame to average the noise,
a still picture then shimmers slightly.
Downloads
- Linux, 64-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.5-x86_64.tar.gz - Linux, 32-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.5-i686.tar.gz
Full Changelog: v0.0.4...v0.0.5
DLSSNR-AMD 0.0.4-win-preview
Thanks to 夜空云上 for testing this version on Windows.
What's changed
This release is Windows only; the Linux version stays at 0.0.4.
- Changed: DirectX 10, 11 and 12 games keep the system's own D3D; DXVK and vkd3d-proton are no longer
put into their game folder. NR runs on a Vulkan device of its own on the same card, and each frame is
handed between the two through shared textures and a shared fence, on the GPU. Only DirectX 9 games
still run on DXVK. - Added: the OptiScaler route works with DirectX 11 games. The installer sets OptiScaler's
Dx11Upscaler=ffx_12, which runs the upscaler, and NR with it, on D3D12. - Added:
[Network] ACO Modeindlssnr-amd.ini. With ACO Mode On (ACO Mode = 1) the network runs
machine code made in advance with Mesa's ACO compiler (the Linux driver's compiler), which the package
carries; the AMD driver loads it instead of compiling the network itself. ACO's machine code for this
network runs faster than the AMD driver's (table below). Off (ACO Mode = 0, the default) keeps the
AMD driver compiling the network. It takes effect when the game restarts.
ACO Mode has been tested on one driver version only (AMD Software 26.9.2, RX 9070 XT). With other
drivers it may fail: game crashes, wrong pictures or driver resets. If that happens, turn it off.
When ACO Mode cannot be used at all, NR runs as with it off anddlssnr-amd.logsays why. - Fixed: with AMD Software 26.9.2, building the network could crash the game, and the picture flickered
heavily. - Added: from the Linux version 0.0.4: the Enlargement options on the ReShade routes below 100% Model
resolution,dlssnr-amd.iniwritten at install with every setting and its description,[Log], NR's
cost split into the network and the route's own work (add-on page anddlssnr-amd.log), less overhead
on the ReShade routes below 100% Model resolution, and the scRGB (HDR) colour fix. - Changed: OptiScaler-NR 0.8.91 is bundled (was 0.8.4). The installer sets
[DlssNr] WhitePointSource=1(the white point from the game's exposure, as 0.8.4 did by default).
Offline benchmark, GPU time of the network per frame on an RX 9070 XT:
| 1080p | 1440p | 4K | |
|---|---|---|---|
| Linux | 5.60 ms | 9.70 ms | 21.89 ms |
| Linux, int4 mixed | 4.99 ms | 8.69 ms | 19.64 ms |
| Windows | 7.21 ms | 12.59 ms | 27.32 ms |
| Windows, ACO Mode On | 5.70 ms | 9.96 ms | 22.49 ms |
Downloads
- Windows (experimental preview):
DLSSNR-AMD-Vulkan-Windows-0.0.4-win-preview-x86_64.zip - Linux: the packages of 0.0.4
Full Changelog: v0.0.4...v0.0.4-win-preview
DLSSNR-AMD 0.0.4
What's changed
This release is Linux only; the Windows preview stays at 0.0.3.
- Changed: in games the network now runs very close to its speed in the offline benchmark, and for a while
after a game starts NR costs even less than the offline benchmark. DXVK and vkd3d-proton create the
game's Vulkan device with a robustness setting that made the network slower in games; the network's
shaders no longer use it. The picture is unchanged. - Added: int4 mixed, an optional second network that is faster than the default one (table below). Part
of its computation runs in int4, a lower precision than the original network uses, so its picture differs
somewhat from the default network's. The installer asks whether to add it (or pass--int4/--no-int4);
with it, the Steam launch options it prints have two more entries (VK_ADD_LAYER_PATH,
VK_INSTANCE_LAYERS) that int4 mixed needs, so copy the whole line. Ctrl+F11 in game switches between
int4 mixed and the default network. Settings:[Int4Mixed]indlssnr-amd.ini.
With int4 mixed, NR takes much longer to take effect when a game starts. Until then the picture goes
without NR; this does not mean int4 mixed is not working.
The int4 tables (linux/data/int4/) come from this project's own calibration on 1,112 game frames
and darkened copies of some of them. int4 mixed is the network these tables define; another
calibration would give a different network. - Added: several options for how the result is enlarged when Model resolution is below 100% on the ReShade
routes (Enlargement on the add-on page,Transfer/ClassicScalerindlssnr-amd.ini). - Added:
dlssnr-amd.iniis written at install on every route, with every setting and its description.
[Log]turns the log off or keeps the previous one. - Added: the add-on page and
dlssnr-amd.logshow NR's cost split into the network and the route's own work. - Changed: OptiScaler-NR 0.8.91 is bundled (was 0.8.4). The installer sets
[DlssNr] WhitePointSource=1
(the white point from the game's exposure, as 0.8.4 did by default). - Changed: less overhead on the ReShade routes below 100% Model resolution. The picture is unchanged.
- Fixed: DirectX 10 games on the
reshaderoute. - Fixed: 32-bit games at 4K use less memory while the network is built, and NR retries if memory runs out.
- Fixed: bright saturated scRGB (HDR) colours keep their hue.
Offline benchmark, GPU time of the network per frame on an RX 9070 XT:
| 1080p | 1440p | 4K | |
|---|---|---|---|
| Linux | 5.60 ms | 9.70 ms | 21.89 ms |
| Linux, int4 mixed | 4.99 ms | 8.69 ms | 19.64 ms |
In games NR is faster than the offline benchmark while the GPU is still cool: int4 mixed at 1080p in
Dying Light: The Beast started at about 4.8 ms and settled at about 5.1 ms once the GPU was warm.
The time on OptiScaler's DLSS Neural Rendering page is higher than the one in dlssnr-amd.log: the page
times OptiScaler's whole DLSS-NR work, its own passes before and after the network included, and the log
times only this project's part. In our measurement OptiScaler's own passes took 0.12 ms at 1080p and
0.53 ms at 4K.
RX 7000 (RDNA3)
Linux users with an RX 7000 series card may want to try mauri870's
DLSSNR-RDNA3.
Downloads
- Linux, 64-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.4-x86_64.tar.gz - Linux, 32-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.4-i686.tar.gz
Full Changelog: v0.0.3...v0.0.4
DLSSNR-AMD 0.0.3
What's changed
Linux
- Fixed: a game could crash when ReShade unloaded the add-on while the game kept running (issue #5).
The add-on now removes its Vulkan hooks when it is unloaded. - Changed: slightly faster. The network itself is a little faster, and with the OptiScaler route the
frame is no longer copied before and after NR. The picture is unchanged.
Windows (experimental preview)
- Added: a Windows package,
DLSSNR-AMD-Vulkan-Windows-0.0.3-preview-x86_64.zip. It is an experimental preview
and has not been tested much: game crashes, driver resets and other unexpected problems can happen.
It has only been checked briefly, on one machine with AMD Adrenalin 26.8.1 (driver 32.0.31041.1004).
It is slower than the Linux version (table below). It is updated less often than the Linux version,
and some releases may be Linux only. Read the Windows section of the README before installing. - Added: the Windows installer extracts the model itself. On the first install it asks for
nvngx_dlssnr.dll310.8.0 or a zip that contains it;model-tools\dlssnr_extract_model.exebuilds
the same model file the Linux tools do, with no Python needed, and keeps it in the package for later
installs. - The picture is slightly different from the Linux version's (on a 1080p test frame the two outputs
are 48.6 dB PSNR apart). - The first time NR runs in a game, the network compiles for about a minute before it takes effect
(on Linux about 10-20 seconds), once for each game. Until then the picture looks as without NR,
which does not mean the mod is not working: give it a minute.
Offline benchmark, GPU time of the network per frame on an RX 9070 XT:
| 1080p | 1440p | 4K | |
|---|---|---|---|
| Linux | 5.60 ms | 9.70 ms | 21.89 ms |
| Windows | 7.21 ms | 12.59 ms | 27.32 ms |
Downloads
- Linux, 64-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.3-x86_64.tar.gz - Linux, 32-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.3-i686.tar.gz - Windows (experimental preview):
DLSSNR-AMD-Vulkan-Windows-0.0.3-preview-x86_64.zip
Full Changelog: v0.0.2.5...v0.0.3
DLSSNR-AMD 0.0.2.5
What's changed
-
Better moving pictures: closer to NVIDIA's DLSS 5 Neural Rendering in motion. PSNR against NVIDIA's
ownnvngx_dlssnr.dll, run through NGX on an RTX 5090, on the same synthetic moving test sequences,
made from one game frame rather than recorded gameplay (higher is closer):0.0.2.4 0.0.2.5 1080p 40.5-45.6 dB 46.3-47.0 dB 1440p 41.7-48.2 dB 50.1-50.9 dB 4K 42.8-49.3 dB 51.1-51.6 dB Method and data:
docs/ngx-verification.
Full Changelog: v0.0.2.4...v0.0.2.5
DLSSNR-AMD 0.0.2.4
What's changed
- Fixed: NR left the frame unchanged when a game handed its upscaler the colour in a format NR did not
accept, such asR9G9B9E5_SHAREDEXP. OptiScaler's DLSS Neural Rendering timer still showed a small
time in that case (the work around the network), while the network itself never ran. NR now also takes
R9G9B9E5_SHAREDEXPand the other DXGI RGB colour formats it used to turn away, where the GPU can
convert them; every format that ran before goes through exactly the same code as before. - Fixed: OptiScaler took an
R9G9B9E5_SHAREDEXPcolour for an already tone-mapped picture and would have
shown NR unexposed scene light. It is now treated as linear HDR, like the other float formats (one more
patch applied on top of OptiScaler-NR v0.8.4). - Added a check of the Linux build (RX 9070 XT) against NVIDIA's own
nvngx_dlssnr.dll, run through NGX
on an RTX 5090 with the same input and settings: PSNR 45.56 dB at 1080p, 47.99 dB at 1440p, 49.06 dB
at 4K (the input frame itself scores 26-29 dB), SSIM 0.996-0.997. NVIDIA's DLL gives byte-identical
output from run to run. Method, pictures, raw outputs and data:
docs/ngx-verification.
Full Changelog: v0.0.2.3...v0.0.2.4