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Native Ray Reconstruction controls preview

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@wilsjo2 wilsjo2 released this 06 Sep 04:35

Adds independent Neural Rendering controls for games with native Ray Reconstruction on D3D12 and its bridges.

  • NR after RR is now opt-in using ApplyAfterRR in [DlssNr] or the overlay checkbox.
  • RRPasses=1..3 and RRWorkingScale=0.25..2.0 are 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=0.5

This 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.