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

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@nefh nefh released this 10 Oct 04:54
· 4 commits to main since this release

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