Native Ray Reconstruction controls preview
Pre-releaseAdds independent Neural Rendering controls for games with native Ray Reconstruction on D3D12 and its bridges.
- NR after RR is now opt-in using
ApplyAfterRRin[DlssNr]or the overlay checkbox. RRPasses=1..3andRRWorkingScale=0.25..2.0are independent of ordinary SR settings. Defaults are one pass and 0.5 scale (1920x1080 model work for 3840x2160 RR output).- RR denoises and upscales first; NR processes its output before frame generation. The game's noisy RR inputs remain untouched.
- Switching between SR and RR rebuilds NR features/history even when the dimensions match. Existing game-reset handling is retained.
- Logs explicitly identify NR after Ray Reconstruction. Installer/docs warn about Cyberpunk's reported d3d12.dll/Streamline conflict.
Enable native RR in the game, then use:
[DlssNr]
Enabled=true
ApplyAfterRR=true
RRPasses=1
RRWorkingScale=0.5This does not add RR to games without an RR integration. Native Vulkan retains its upstream behavior; these new controls apply to the D3D12 path. Per-pass preset/style controls remain shared with SR.
Validation: Release x64 build succeeded (existing compiler/linker warnings remain); all 22 packaged-file checksums verified; compiled binary contains the new controls; Microsoft Defender found no threats. In-game visual quality, RR toggling and frame-generation timing remain unvalidated. This preview does not claim to fix every RR initialization failure or the reported GPU-fence timeouts.
ZIP SHA-256: 8A940F313CED816052329688E6F3A2DA981058654884EBEFA36615233E4AF27E
The proprietary NVIDIA/ShortFuse runtime is not included. Follow INSTALL-DLSSNR.md for the correct GPU runtime and installation steps. Existing 0.3.0 remains the latest non-preview release.