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Releases: nefh/MFGAmpereUnlock-RenoDx

Release 1.1 - Preset C, Vulkan Fixes and DLSS-G Compatibility

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@nefh nefh released this 21 Oct 23:29

MFGAmpereUnlock 1.1

  • Frame Generation Preset C - adds Preset C alongside the existing default, A and B options, with improved preset selection and status reporting.
  • Vulkan fixes for games such as Indiana Jones and the Great Circle - fixes ReShade addon registration and a host-lifetime crash, recognizes renamed NVIDIA Streamline components, and removes unnecessary restrictions affecting native MFG requests and UI recomposition on Vulkan.
  • Expanded DLSS-G compatibility - removes remaining hardcoded version and provider-profile restrictions, allowing MFG to work with more NVIDIA DLL configurations, including previously unrecognized Streamline and NGX providers.
  • Native Dynamic MFG improvements - removes the 480 FPS target limit, improves mode switching, extends native Dynamic MFG request handling to Vulkan integrations, and aligns FPS target input with Streamline's native floating-point format.
  • More flexible MFG multipliers - improves multiplier selection, request forwarding and capability reporting across different DLSS-G runtimes, letting the native provider evaluate the requested frame count.
  • Broader image-quality compatibility - extends Temporal Fix, Validated Warp Blend, Intermediate Scatter Retention and Boundary Artifact Mitigation to more DLSS-G kernel layouts.
  • Improved runtime stability - strengthens FG initialization, recovery across setting changes, module and resource handling, and protection against repeated failed requests.
  • Redesigned MFG Unlock interface - reorganizes Basic and Advanced settings, adds a streamlined Game/Auto and 2x-6x multiplier slider, and improves access to quality, UI composition and runtime controls.
  • Expanded MFGDiagnostics - adds native Dynamic MFG probing and HUD resource analysis to the existing optional diagnostics addon, keeping detailed tracing separate from MFG Unlock.

SHA-256: F775C8250FE9FC59DAF6021BD693268A25D5D2AA5944B075AAC297B1DCD2718B

Release 1.0.1 - Expanded DLSS-G Compatibility, UI Improvements and Runtime Stability + Hotfix

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@nefh nefh released this 10 Oct 08:19

What's new

Lots of things! I've been working on this release and cooking up new features for quite some time now. Enjoy!

  • Expanded DLSS-G compatibility - supports older and newer NVIDIA providers without requiring you to replace your game's bundled DLSS-G DLL.
  • Newer DLSS-G versions still recommended - for native Dynamic MFG, higher frame multipliers and other advanced features, where supported.
  • DLSS-G 310.9.1 enhancements - supports Presets A/B, Intermediate Scatter Retention, Boundary Artifact Mitigation and Validated Warp.
  • Improved SDR and HDR handling - enhances output color-space detection, resource format tracking and UI composition for SDR and HDR configurations.
  • Expanded Vulkan support - improves Vulkan NGX integration, adapter detection, native resource handling and Fixed MFG forwarding. Vulkan Frame Generation and HDR output remain experimental.
  • UI Recomposition improvements - improves HUD-less and UI resource handling, prioritizes native game tags and reduces duplicate or stale UI submissions.
  • D3D12 UI and alpha handling - adds improved GPU-side alpha extraction, resource lifetime tracking and synchronization for UI composition.
  • Improved Turing support - adds compatibility handling for legacy DLSS-G implementations, including the 3.7.10 and 3.8.1 provider families, with safer fallback for unsupported GPU code.
  • Improved Ampere compatibility - strengthens SM89-to-SM86 provider preparation, PTX retargeting and embedded CUDA code handling.
  • Cross-generation compatibility - improves architecture-specific capability handling for Turing, Ampere and Ada Lovelace while preserving native paths where appropriate.
  • Structural MFG detection - discovers native Multi Frame Generation capabilities and supported frame-count limits without relying on hardcoded provider version lists.
  • Fixed MFG improvements - improves multiplier handling and forwarding of native game requests while respecting provider-supported frame counts.
  • Native Dynamic MFG improvements - strengthens NVIDIA Dynamic MFG capability detection, option negotiation and fallback behavior while preserving the game's native frame pacing.
  • Streamline and NGX compatibility - improves plugin discovery, adapter admission, startup handling and compatibility across different Streamline generations.
  • Runtime lifecycle stability - improves recovery across FG toggles, resolution changes, repeated feature creation and release, graphics resource recreation and module changes.
  • Local and NVIDIA OTA provider handling - improves tracking of loaded NVIDIA components and prevents stale provider state after module or feature changes.
  • Safer provider patching - adds stronger structural checks, guarded memory updates, transactional restoration and safer handling of partially recognized provider layouts.
  • Temporal and image-quality stability - improves compatibility checks and lifecycle handling for Temporal Fix, Intermediate Scatter Retention, Boundary Artifact Mitigation and Validated Warp.
  • Lower runtime overhead - reduces unnecessary provider maintenance and repeated work during frame presentation by reacting to actual module and feature changes.
  • Improved diagnostics - expands passive frame cadence monitoring, MFG capability reporting, preset observation and CPU timing diagnostics.
  • Expanded validation coverage - adds compatibility, lifecycle, provider, Vulkan ABI and resource-safety tests while improving reproducibility across GCC, Clang and MSVC.

1.0.1 Hotfix

  • Automatic UI Composition fix - fixes severe scene flickering, blurry reconstruction and performance loss caused by repeated history resets, confirmed in The Witcher 3.
  • Preserved native DLSS behavior - UI updates no longer override the game's history-reset flag, while keeping UI Recomposition, UI Alpha and MFG available.
  • Improved diagnostics and regression tests - adds history-reset counters and tests covering UI updates across frames.

SHA-256: 9730F62C004FE214DC4079F0B1F933698F098EDBE69FB77A347B82D65A9BD787

Release 1.0 - Expanded DLSS-G Compatibility, UI Improvements and Runtime Stability

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@nefh nefh released this 10 Oct 04:54

What's new

Lots of things! I've been working on this release and cooking up new features for quite some time now. Enjoy!

  • Expanded DLSS-G compatibility - supports older and newer NVIDIA providers without requiring you to replace your game's bundled DLSS-G DLL.
  • Newer DLSS-G versions still recommended - for native Dynamic MFG, higher frame multipliers and other advanced features, where supported.
  • DLSS-G 310.9.1 enhancements - supports Presets A/B, Intermediate Scatter Retention, Boundary Artifact Mitigation and Validated Warp.
  • Improved SDR and HDR handling - enhances output color-space detection, resource format tracking and UI composition for SDR and HDR configurations.
  • Expanded Vulkan support - improves Vulkan NGX integration, adapter detection, native resource handling and Fixed MFG forwarding. Vulkan Frame Generation and HDR output remain experimental.
  • UI Recomposition improvements - improves HUD-less and UI resource handling, prioritizes native game tags and reduces duplicate or stale UI submissions.
  • D3D12 UI and alpha handling - adds improved GPU-side alpha extraction, resource lifetime tracking and synchronization for UI composition.
  • Improved Turing support - adds compatibility handling for legacy DLSS-G implementations, including the 3.7.10 and 3.8.1 provider families, with safer fallback for unsupported GPU code.
  • Improved Ampere compatibility - strengthens SM89-to-SM86 provider preparation, PTX retargeting and embedded CUDA code handling.
  • Cross-generation compatibility - improves architecture-specific capability handling for Turing, Ampere and Ada Lovelace while preserving native paths where appropriate.
  • Structural MFG detection - discovers native Multi Frame Generation capabilities and supported frame-count limits without relying on hardcoded provider version lists.
  • Fixed MFG improvements - improves multiplier handling and forwarding of native game requests while respecting provider-supported frame counts.
  • Native Dynamic MFG improvements - strengthens NVIDIA Dynamic MFG capability detection, option negotiation and fallback behavior while preserving the game's native frame pacing.
  • Streamline and NGX compatibility - improves plugin discovery, adapter admission, startup handling and compatibility across different Streamline generations.
  • Runtime lifecycle stability - improves recovery across FG toggles, resolution changes, repeated feature creation and release, graphics resource recreation and module changes.
  • Local and NVIDIA OTA provider handling - improves tracking of loaded NVIDIA components and prevents stale provider state after module or feature changes.
  • Safer provider patching - adds stronger structural checks, guarded memory updates, transactional restoration and safer handling of partially recognized provider layouts.
  • Temporal and image-quality stability - improves compatibility checks and lifecycle handling for Temporal Fix, Intermediate Scatter Retention, Boundary Artifact Mitigation and Validated Warp.
  • Lower runtime overhead - reduces unnecessary provider maintenance and repeated work during frame presentation by reacting to actual module and feature changes.
  • Improved diagnostics - expands passive frame cadence monitoring, MFG capability reporting, preset observation and CPU timing diagnostics.
  • Expanded validation coverage - adds compatibility, lifecycle, provider, Vulkan ABI and resource-safety tests while improving reproducibility across GCC, Clang and MSVC.

SHA-256:
F1BE5E8C7FE7783F59DBEFE20627AF1F3793782CC8B3974CEF7DF08E25740859

Release 0.11 - Turing DLSS-G Fix, Flexible ReShade API Builds and Runtime Hardening

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@nefh nefh released this 21 Sep 22:42

What's new

  • Fixed DLSS-G support on Turing and improved cross-generation handling across Turing, Ampere, and Ada Lovelace.
  • Added flexible ReShade API builds with automatic dependency setup. MFGAmpereUnlock can now be built against any ReShade API version available in upstream ReShade history, including older APIs useful with legacy ReShade releases required by some closed-source mods, such as PureDark mods. All managed dependencies and per-API ReShade checkouts are kept inside the repository.
  • Hardened provider handling, runtime lifecycle, Streamline/NGX integration, capability detection, and recovery behavior.
  • Expanded runtime diagnostics and validation coverage.

Installation

Download renodx-mfgunlock.addon64 and place it in the same directory as ReShade.

When updating, close the game before replacing the existing addon file.

The attached binary is built for ReShade API 18. Other API versions can be built from source with:

.\tools\build_mfgunlock.ps1 -ReShadeApi 15

Multiple API versions can be built at once. You can even build them all at once:

.\tools\build_mfgunlock.ps1 -ReShadeApi 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20

Release 0.10 - ISR, Boundary Artifact Mitigation, and Turing Feature Ports

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@nefh nefh released this 18 Sep 22:03

MFGAmpereUnlock 0.10

Finalizes the work introduced in 0.10-pre1 and adds further MFG quality and runtime improvements.

  • Intermediate Scatter Retention - improves preservation of thin geometry and small moving details in generated frames.
  • Boundary Artifact Mitigation - adds Off, Balanced, and Aggressive modes to reduce artifacts around object boundaries.
  • Turing feature ports - brings selected newer features to RTX 20-series, including Dynamic MFG, ISR / Boundary Artifact Mitigation, and Validated Warp.
  • Runtime and UI stability - improves multiplier handling, live settings updates, and UI Recomposition recovery across menus and transient game states.
  • Diagnostics and tests - expands regression coverage and in-game diagnostics while making Advanced/Debug easier to use.

SHA-256:
79B870E314B1C24CBA505BBBEB4CF6BE5AC6D7B9BA6B31BBC9CA82A1332DF78C

Add Intermediate Scatter Retention to improve MFG on thin geometry

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@nefh nefh released this 17 Sep 21:12

Adds Intermediate Scatter Retention to improve MFG on thin geometry and preserve useful intermediate motion information on Ampere.

  • Adds Intermediate Scatter Retention to the temporal Frame Generation path.
  • Improves preservation of thin and difficult geometry in generated frames.
  • Keeps Validated Warp Blend independent and compatible with the new temporal path.
  • Uses exact provider and kernel validation and falls back safely on unsupported layouts.

This is a pre-release of the current implementation before the next quality and hardening changes.

SHA-256:
A41A9A99976416A26249D43B6C19559A7FC71B876A5DA79304855DB36D20BB5D

Release 0.9 - Frame Generation Presets A/B and UI Recomposition

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@nefh nefh released this 14 Sep 04:32

MFGAmpereUnlock 0.9

  • Frame Generation Presets A/B - adds process-local A/default/B selection for supported DLSS-G 310.9.1 provider builds.
  • UI Recomposition - adds guarded UIR with native HUD-less fallback and optional experimental UI Color+Alpha injection.
  • UI recovery - reacquires UI targets across dialog/menu transitions and retries transient tag failures instead of disabling UIR for the session.
  • Warp stability - hardens redirected-fatbin rebuilding, descriptor matching, transactional rollback, replacement lifetime and restore-on-unload.
  • Dynamic MFG stability - refactors Dynamic/fixed/UI option forwarding through a shared guarded path with native fixed-mode fallback.
  • Diagnostics and tests - expands advanced/debug reporting, MFG Diagnostics and portable regression coverage to 14 tests.

SHA-256:
011C02F0DC6F552DE08F8A6193C09D5217753CA86B7DEFE8FC6ABFE16C55DE26

Release 0.8 - Dynamic MFG and Validated Warp Blend

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@nefh nefh released this 12 Sep 23:23

Ports selected features from MFGAdaUnlock-RenoDx to Ampere (not Turing due to < sm_80).

  • Dynamic MFG - dynamically adjusts the MFG multiplier to reach the selected output FPS.
  • Validated Warp Blend - adds the updated DLSS-G 310.9.1 warp/blending quality path.
  • Dynamic MFG works, for example, in Cyberpunk 2077 with Streamline 2.14.1 and DLSS-G 310.9.1.
  • Improved Force Multiplier handling, runtime selection, loaded-version reporting, and DLSS-G patching/restoration.
  • Existing fixed 2x/3x/4x/6x MFG support remains unchanged.

SHA-256:
44291518CC9203E38F52A413FA036574B1A62F7700EAF53859B76AF292BEA732

Release 0.7.2 - Expanded game compatibility

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@nefh nefh released this 11 Sep 23:18

Expands compatibility with additional DLSS-G integrations and removes obsolete runtime diagnostics.

  • Adds support for legacy Streamline 1.x paths, validated in A Plague Tale: Requiem.
  • Adds direct NGX capability handling for D3D12 and Vulkan.
  • Native DLSS-G/MFG now initializes in Portal with RTX; RTX Remix frame pacing remains a known limitation.
  • Adds validation results for Hogwarts Legacy, Clair Obscur: Expedition 33, and A Plague Tale: Requiem.
  • Simplifies runtime hooks and removes investigation-only diagnostics.

SHA-256:
8F84A44774CBFB39170A09056A7FD0B64BA27DB1FF240ED09F830F42E47821C7

Release 0.7.1 — Experimental Turing support

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@nefh nefh released this 10 Sep 15:35

Adds experimental Turing support and improves automatic setup.

  • Adds RTX 20-series / Turing support using the sm_75 DLSS-G provider path.
  • Generalizes the DLSS-G provider backport to architecture-specific CUDA targets.
  • Adds automatic GPU architecture detection for Ada, Ampere, and Turing.
  • Auto is now the default architecture mode.
  • Automatically adds the required early-load entry to ReShade.ini:
[ADDON]
LoadFromDllMain=renodx-mfgunlock.addon64

Without it, the game won't enable DLSS FG.
You can add it manually before the first launch to avoid the extra restart.
Otherwise, restart the game after the addon adds it.

SHA-256:
D70D64EFDA1CCA5FD11FF47F13F14B6FC0592B056EF5C95D9F73BA118351B8EF