Skip to content

Releases: xPoiler/Reshade-Asynchronous-Reprojection

FrameWarp 2.0.5

Choose a tag to compare

@xPoiler xPoiler released this 14 Oct 23:52

Sorry for the too fast release schedule, but these changes called for another version bump cause they are pretty significant in certain games and fix most of the artifacts the reworked character holding method could cause, so now it can be a clean upgrade.

Changelog:

HOTFIX for 2.0's character/weapon holding - no more ghost outlines beside guns and characters while turning, no more doubled red dot in S.T.A.L.K.E.R. 2's sights, guns and most bodies no longer torn into parts, and up to ~290 MB less video memory at 4K with nothing lost.

Character and weapon

  • No ghost outline while turning: the pixels along a gun's or a character's edge are held with what they outline again, instead of sliding off with the scenery (Cyberpunk 2077's gun and hand, Resident Evil 2's character, a car's dashboard ornament). Warp error on the pixels that change: Cyberpunk 2077 0.091 -> 0.025, Resident Evil 2 0.082 -> 0.020.
  • No doubled reticle when aiming down sights (S.T.A.L.K.E.R. 2): what is on the sight's glass is held, so the red dot, its ring and the sight's frame no longer get a second copy beside them.
  • Guns and bodies moved as one piece: parts of the same gun or body no longer move by different amounts and break up with lines while turning (S.T.A.L.K.E.R. 2's rifle, Resident Evil 2's Claire mostly). The "carried by the camera or not" decision is now firm and taken by region, and a character is no longer mixed with the floor next to it. Warp error against the game's next real frame: DOOM Eternal -21%, S.T.A.L.K.E.R. 2 -9%, Resident Evil 2 -3 to -10%, Requiem slightly better, Cyberpunk 2077 unchanged.
  • Known: in Resident Evil 2 a seam can still show at the character's waist while turning in place (the legs, planted on the floor, really move with it while the upper body follows the camera).

Video memory (lossless)

Up to ~290 MB less at 4K, identical output on every recorded frame tested:

  • The warp reads the shares of the turn directly instead of a full-resolution mask: 128 MB less, same warp time.
  • Sight reticle layers (128 MB) are made only the first time a sight is used, in the background - no hitch when aiming down sights.
  • HUD detection's working texture packed into half the size: 32 MB less.

As with every update, the settings remembered per game go back to the defaults (Record detailed diagnostics stays). The full list is in CHANGELOG.md.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. DLSS and FSR 3.1 frame generation work with FrameWarp. HUD from the game's own layer.
Cyberpunk 2077 (DLSS or FSR 3) DLSS and FSR 3 frame generation work with FrameWarp. HUD from the game's own layer; car interiors held.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan.
S.T.A.L.K.E.R. 2 (DLSS) With or without DLSS Frame Generation; the game's Reflex works with FrameWarp.
Red Dead Redemption 2 (DirectX 12, DLSS) Turn off ReShade's Generic Depth add-on (menu crash). Installed under Program Files: run install.bat as administrator.
Assassin's Creed Black Flag Resynced (DLSS, FSR or neither) Turn the camera for a few seconds after loading while it calibrates.
Resident Evil 2 (DirectX 11, no DLSS or FSR) HDR works with Force a borderless window.
Resident Evil 4 Remake (DirectX 12) Its FSR 2 is built into the game: FrameWarp works from the picture.
Elden Ring (DirectX 12, no DLSS or FSR) Runs without Easy Anti-Cheat (offline), as for any ReShade use.
Dark Souls Remastered (DirectX 11, no DLSS or FSR)
Hi-Fi Rush (DirectX 12)
Metro 2033 Redux (DirectX 11, no DLSS or FSR) Tick Force a borderless window and restart the game.
Cyber Hook (DirectX 11, no DLSS or FSR) Camera turns only (no usable depth buffer).

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless, then open ReShade > Add-ons > XPAR.

Requires a DirectX 12 or DirectX 11 game (with or without DLSS or FSR), or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

FrameWarp 2.0.0

Choose a tag to compare

@xPoiler xPoiler released this 14 Oct 16:41

The HUD and the character/weapon, rebuilt - with less GPU time than before. The HUD now comes from where the game draws it in most tested games, exact from the first frame; characters, weapons and car interiors are moved by how much of the camera's turn they really follow, instead of being cut out and held.

HUD

  • Taken from where the game draws it (new, on by default; Use the game's own HUD layer when found): XPAR finds the step where the game puts its HUD on the picture - by what the game does, not per game - and takes the HUD from there. Exact from the first frame; lights and neon next to it are never mistaken for HUD.
    • A HUD layer of its own: Cyberpunk 2077, Resident Evil Requiem, Assassin's Creed Black Flag Resynced (DirectX 12), DOOM Eternal (Vulkan).
    • A HUD drawn straight onto the final picture, caught with a copy taken just before: S.T.A.L.K.E.R. 2, Hi-Fi Rush (DirectX 12), Resident Evil 2, Dark Souls Remastered (DirectX 11).
  • Learn where the game draws its HUD (new, on by default): for other games XPAR tries the candidate steps, scores them against the picture and keeps the best one, saved per game.
  • Checked before it is trusted against the upscaler's output; a frame without a trusted layer is one where the game hides its HUD. A layer that can't be checked isn't used in frames where it covers 90% of the screen or more (Resident Evil 4 Remake).
  • No HUD detection where the game hands its HUD over: up to ~2.4 ms of GPU time per game frame saved at 4K. Hi-Fi Rush's HUD no longer judders on fast turns.

Character and weapon

  • Moved by how much of the turn it follows (new, on by default): every spot learns how much of the camera's turn it follows on screen and the warp moves it by exactly that - a third-person character the camera circles not at all, the scenery all of it, the ground around the character part of it. No held/not-held edge left for a character to split along: much steadier characters in Elden Ring, Resident Evil 2, Dark Souls Remastered and Requiem's third person.
  • Your turns and the rest apart (new, on by default): Cyberpunk 2077's car interior stays put while you steer and follows when you look around.
  • The camera's movement has its own share: a gun right after a weapon switch and a car's interior while driving are no longer pushed by the walking or driving. Warp error on recorded frames: Cyberpunk driving 0.108 -> 0.012 (9x less), walking 0.020 -> 0.014, DOOM at a wall 0.040 -> 0.034; Elden Ring, Dark Souls, Requiem unchanged.
  • First-person weapons: Cyberpunk 2077's guns no longer warp, DOOM Eternal's gun no longer tears after moving aside at a wall.
  • Wait for the camera model (new, on by default): the game's own frames until XPAR has learned the camera, instead of a wild camera at the start.

Performance

Presenter GPU (RX 6600 in my dual gpu setup, different from the rendering gpu) per game frame, character/weapon share + motion analysis, first version -> 2.0:

Game First version 2.0
Hi-Fi Rush 1.74 ms 0.67 ms
Elden Ring 1.57 ms 0.61 ms
Dark Souls Remastered 1.40 ms 0.53 ms
Resident Evil 2 1.35 ms 0.56 ms
Resident Evil 4 Remake 1.27 ms 0.46 ms
DOOM Eternal 1.24 ms 0.42 ms
Cyberpunk 2077 0.80 ms 0.44 ms
Resident Evil Requiem 0.57 ms 0.21 ms
Expedition 33 0.53 ms 0.21 ms
  • Character/weapon about 4x cheaper than the whole-character passes it replaces, now worked out at half resolution.
  • Warp: 6-21% less GPU time per refresh at 4K.
  • Games without DLSS or FSR: motion from the picture in 1.05 ms per game frame at 4K instead of 1.9 ms.
  • Video memory, Cyberpunk 2077 at 4K: presenter 1.6 GB -> 0.9 GB.
  • Prevent GPU queueing stands aside when the GPU is the limit (Elden Ring: ~35 fps with it, ~45 without), tries again now and then and comes back if it costs 8% or less.

Warp

  • Forward-splat warp (new default): near objects keep their shape and are no longer doubled when strafing.
  • Background memory also keeps what is behind things passing in front of the camera and fills uncovered gaps with it.

XPAR frame generation (still not recommended)

  • Reworked as whole images between the game's frames, through the same path as a game's own frame generation. Still experimental and off by default; use the game's own DLSS or FSR 3.1 frame generation where it exists.

Fixes

  • Resident Evil 4 Remake finds its depth buffer right away (it took about a minute before). Cyberpunk 2077 no longer hangs while loading. Upscaler data is matched to the right frame in games that render ahead.

As with every update, the settings remembered per game go back to the defaults (Record detailed diagnostics stays). The full list is in CHANGELOG.md.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. DLSS and FSR 3.1 frame generation work with FrameWarp. HUD from the game's own layer.
Cyberpunk 2077 (DLSS or FSR 3) DLSS and FSR 3 frame generation work with FrameWarp. HUD from the game's own layer; car interiors held.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan.
S.T.A.L.K.E.R. 2 (DLSS) With or without DLSS Frame Generation; the game's Reflex works with FrameWarp.
Red Dead Redemption 2 (DirectX 12, DLSS) Turn off ReShade's Generic Depth add-on (menu crash). Installed under Program Files: run install.bat as administrator.
Assassin's Creed Black Flag Resynced (DLSS, FSR or neither) Turn the camera for a few seconds after loading while it calibrates.
Resident Evil 2 (DirectX 11, no DLSS or FSR) HDR works with Force a borderless window.
Resident Evil 4 Remake (DirectX 12) New. Its FSR 2 is built into the game: FrameWarp works from the picture.
Elden Ring (DirectX 12, no DLSS or FSR) New. Runs without Easy Anti-Cheat (offline), as for any ReShade use.
Dark Souls Remastered (DirectX 11, no DLSS or FSR) New.
Hi-Fi Rush (DirectX 12) New.
Metro 2033 Redux (DirectX 11, no DLSS or FSR) Tick Force a borderless window and restart the game.
Cyber Hook (DirectX 11, no DLSS or FSR) Camera turns only (no usable depth buffer).

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless, then open ReShade > Add-ons > XPAR.

Requires a DirectX 12 or DirectX 11 game (with or without DLSS or FSR), or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

Known Bugs: reticles might not be held as good in certain games by the new masking logic, working on it

SHA256 (FrameWarp-2.0.0.zip): c5f550de874d1bc83f30c87b84a018f5486508f0dab0e7f02287622a88470fde

FrameWarp 1.9.1

Choose a tag to compare

@xPoiler xPoiler released this 08 Oct 13:24

Red dot and holographic sight reticles stay on the gun, and third-person orbit cameras keep the ground right.

Sight reticles

  • Sight reticles held (new, on by default; Hold sight reticles under Keep still, XPAR engine) (#8): a red dot or holographic reticle the game draws without depth of its own (Resident Evil Requiem) skipped while turning. It was warped with the scenery behind the glass and snapped back onto the gun with each game frame. Inside the window the held weapon encloses, what is on the glass (reticle, glow) is now learned as a layer that follows the reticle, within a few frames of turning; only the scenery under it is warped. Sights the game draws with depth were held already and are unchanged. Works at any resolution and reticle size.

Third-person cameras

  • Let the ground around the character move with the orbit is now on by default: in games where XPAR measures the point a third-person camera circles (Assassin's Creed Black Flag Resynced, Red Dead Redemption 2), the ground at the character's feet is no longer held still while the camera turns. It acts only while a measured orbit is in use.

Games

  • Red Dead Redemption 2 tested (DirectX 12, DLSS). The game crashes when the ReShade menu opens unless ReShade's Generic Depth add-on is off, also without FrameWarp: add DisabledAddons=Generic Depth under [ADDON] in the game's ReShade.ini (README, Troubleshooting).

Diagnostics

  • presenter.log lists the optional masks a game hands DLSS and FSR and the Streamline buffer types it tags; captures also save the learned reticle layer.

As with every update, the settings remembered per game go back to the defaults (Record detailed diagnostics stays).

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. DLSS and FSR 3.1 frame generation work with FrameWarp. Red dot and holographic sights held.
Cyberpunk 2077 (DLSS or FSR 3) DLSS and FSR 3 frame generation work with FrameWarp. HDR10 and scRGB tested.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan.
S.T.A.L.K.E.R. 2 (DLSS) With or without DLSS Frame Generation; the game's Reflex works with FrameWarp.
Red Dead Redemption 2 (DirectX 12, DLSS) Turn off ReShade's Generic Depth add-on (menu crash). Installed under Program Files: run install.bat as administrator.
Assassin's Creed Black Flag Resynced (DLSS, FSR or neither) Turn the camera for a few seconds after loading while it calibrates.
Resident Evil 2 (DirectX 11, no DLSS or FSR) HDR works with Force a borderless window.
Metro 2033 Redux (DirectX 11, no DLSS or FSR) Tick Force a borderless window and restart the game.
Cyber Hook (DirectX 11, no DLSS or FSR) Camera turns only (no usable depth buffer).

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless, then open ReShade > Add-ons > XPAR.

Requires a DirectX 12 or DirectX 11 game (with or without DLSS or FSR), or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

FrameWarp 1.9.0

Choose a tag to compare

@xPoiler xPoiler released this 07 Oct 13:42

HDR fixes, big reduction in artifacts around the screen edges and behind warped objects, while also cutting latency.

Latency and smoothness

  • New default Auto latency: Lowest latency without edge fill. Every refresh, XPAR shows the camera as late as it can without revealing anything the game hasn't rendered: the camera as of now (your mouse up to this moment) while you aim or turn slowly, falling back as far as one game frame during fast turns, where what the warp reveals comes from the game's last two frames. Far fewer artifacts at the screen edges and behind the character or weapon, at lower latency. The earlier Auto and a new Camera as of now (edge-limited) are still available.
  • Automatic present lead (new default): XPAR measures how long its warp takes and renders each refresh as late as it still makes it, for the freshest camera, backing off when a frame misses.
  • No more frames queuing behind a late one: the newest finished frame is shown at each refresh, so a missed refresh costs that refresh only.
  • Prevent GPU queueing (on by default): not a frame rate limit you set. XPAR finds the rate the game's GPU sustains and holds the game just below it, so no frame waits in the GPU's queue and the game reads your input later, like NVIDIA Reflex, for games without it and for AMD and Intel GPUs. It stands aside by itself while the game's own Reflex is on. DirectX 12 and 11.
  • Latency breakdown in the XPAR panel and the log.

Fewer artifacts

  • Softer screen edges (new default): what a fast turn uncovers past the edge of the frame is a blur of the scenery along it instead of streaked edge pixels.
  • Third-person cameras that circle the character (games with DLSS or FSR but no camera data, such as Assassin's Creed Black Flag Resynced): XPAR measures the point the camera turns around and predicts turns around it (Orbit pivot: Measured by default). A new option, off by default, lets the ground at the character's feet move with the orbit instead of being held.
  • The first-person weapon is held still while walking backwards too (DOOM Eternal).
  • Games that hand DLSS full-resolution motion vectors work properly (S.T.A.L.K.E.R. 2 without frame generation).
  • The mouse model no longer unlearns the mouse in inventories, maps and dialogues, and a poor model is no longer saved.

HDR

  • HDR fixed (#7): XPAR follows the game's picture format and colour space while it runs, HDR10 (PQ) and scRGB alike, also when HDR is switched in the game's menus. Before, HDR could look grey and washed out, or scRGB garish.
  • HUD detection now works in scRGB too.

Panel and settings

  • The XPAR panel is reorganised into Camera motion, Latency, Warp and Debug; rest the mouse on an option to see what it does.
  • Reset all settings to defaults button.
  • More settings are remembered per game. Updating resets them to the defaults, except Record detailed diagnostics.
  • The video memory warning also appears when the graphics card itself is almost full.

Note on VRR (#3)

While FrameWarp shows its frames, a VRR screen runs at its maximum refresh rate: FrameWarp's window is always composited by Windows, so VRR can't follow it (also with G-SYNC for windowed mode). FrameWarp paces itself to the screen's refreshes and shows the newest frame at each, so nothing queues at the maximum.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. DLSS and FSR 3.1 frame generation work with FrameWarp. HDR tested.
Cyberpunk 2077 (DLSS or FSR 3) DLSS and FSR 3 frame generation work with FrameWarp. HDR10 and scRGB tested.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan.
S.T.A.L.K.E.R. 2 (DLSS) With or without DLSS Frame Generation; the game's Reflex works with FrameWarp.
Assassin's Creed Black Flag Resynced (DLSS, FSR or neither) Turn the camera for a few seconds after loading while it calibrates.
Resident Evil 2 (DirectX 11, no DLSS or FSR) HDR works with Force a borderless window.
Metro 2033 Redux (DirectX 11, no DLSS or FSR) Tick Force a borderless window and restart the game.
Cyber Hook (DirectX 11, no DLSS or FSR) Camera turns only (no usable depth buffer).

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless, then open ReShade > Add-ons > XPAR.

Updating resets the settings remembered per game to the defaults.

Requires a DirectX 12 or DirectX 11 game (with or without DLSS or FSR), or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

FrameWarp 1.8.5

Choose a tag to compare

@xPoiler xPoiler released this 04 Oct 14:06

Controller support, more games without DLSS or FSR, and smoother output for everyone. The right stick of a controller now drives the reprojected camera like the mouse does. Games that only run in exclusive fullscreen, or that have no usable depth buffer, now work too. (there's a checkbox for exclusive fullscreen games). And a long-standing hitch is gone: the camera model no longer stalls the presenter now and then.

What's new

  • Controller support (on by default). The right stick of a controller (XInput: Xbox pads, or others through Steam Input) moves the reprojected camera between the game's frames, as the mouse does. XPAR learns from the game's own camera how fast the stick turns it and the game's response curve. Controller right stick drives rotation in the XPAR panel, remembered per game.
  • Fewer missed refreshes, with the mouse too. The camera model's fit used to run on the presenter's render thread every 30 game frames and took long enough to miss a refresh at 120 Hz now and then. It runs on its own thread now, in half the time, with exactly the same results.
  • New option: Force a borderless window, for games that only run in exclusive fullscreen, where nothing can be shown over the game (as seen on Metro 2033 Redux). The game stays in a window that covers the screen and is told it is fullscreen. Applies when the game is restarted.
  • Games without a usable depth buffer work too: camera turns only. Without DLSS or FSR, XPAR takes the depth from ReShade; some games have no depth buffer that belongs to the picture (as seen in Cyber Hook, game that i tested for this exact behaviour). XPAR now reprojects camera turns exactly there (they need no depth); walking and strafing move at the game's frame rate. It keeps looking for a usable buffer and switches to it when one turns up.
  • The HUD stays still with FSR frame generation too. Games that hand FSR frame generation a picture without the HUD (Resident Evil Requiem) get their HUD found exactly from it.
  • Warning when a frame rate limiter holds XPAR's output back. XPAR's window is never the focused one, so NVIDIA's "Background Application Max Frame Rate" caps it (and can cap the game). The XPAR panel now warns when that happens; the README explains the fix.

Fixes

  • FSR frame generation no longer stalls when the game stops sending its depth (Cyberpunk 2077 with FSR frame generation: "this kind of frame generation is not supported" until the DLSS quality mode was changed).
  • The presenter starts by itself again in games started with frame generation already on.
  • The presenter GPU priority is remembered per game.
  • Installer: the update question shows the version again, and games without DLSS or FSR are no longer marked as not working.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. DLSS and FSR 3.1 frame generation work with FrameWarp; with FSR frame generation the HUD is found exactly.
Cyberpunk 2077 (DLSS or FSR 3) DLSS and FSR 3 frame generation work with FrameWarp.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan.
Assassin's Creed Black Flag Resynced (DLSS, FSR or neither) Turn the camera for a few seconds after loading while it calibrates.
Metro 2033 Redux (DirectX 11, no DLSS or FSR) Tick Force a borderless window and restart the game.
Cyber Hook (DirectX 11, no DLSS or FSR) Camera turns only (no usable depth buffer).

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless, then open ReShade > Add-ons > XPAR.

Updating resets the settings remembered per game to the defaults.

Requires a DirectX 12 or DirectX 11 game (with or without DLSS or FSR), or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

FrameWarp 1.8.0

Choose a tag to compare

@xPoiler xPoiler released this 03 Oct 17:31

Frame generation now works with FrameWarp. Until now it was one or the other: with the game's frame generation on, FrameWarp paused. Now FrameWarp takes the images DLSS Frame Generation or FSR 3.1 frame generation makes and moves each one to the current camera, so you get frame generation's smooth motion with FrameWarp's low-latency camera. This release also makes FrameWarp much lighter on the GPU.

What's new

  • DLSS Frame Generation and FSR 3.1 frame generation work with FrameWarp (its own warp engine, the default). Nothing to switch on: turn frame generation on in the game and FrameWarp uses it by itself. Over each game frame it shows the generated images and then the frame itself, every one moved to where the camera is now. Moving objects move at frame generation's rate (one game frame late, as frame generation always is); the camera is not delayed. Multi frame generation works too: up to 4x every image is shown, beyond that three per frame, spread evenly.
  • Frame generation is recognised more reliably. 1.7.0 counted the images the game presents, which on some setups only shows the rendered frames: there it missed frame generation entirely, neither pausing nor warning. FrameWarp now also sees the game's calls to its frame generation.
  • The HUD stays still with frame generation too. Games that send a HUD-less picture when frame generation is on (Cyberpunk 2077) get their HUD found exactly from it, every frame.
  • No GPU work while nothing moves. When the camera is still, refreshes that would show the same picture aren't drawn at all, and a refresh that shows a new frame as it is costs about half what it did (0.2 ms instead of 0.4 ms at 4K). The HUD detection and the mask also take less GPU time per game frame, with exactly the same results.
  • The refresh rate comes from your display. FrameWarp reads the refresh rate of the display the game is on from its current mode, instead of measuring it while you play. The measurement could lock onto a wrong rate until reprojection was switched off and on again.
  • Video memory warning. The XPAR panel warns when video memory is nearly full, which makes both the game and FrameWarp stutter.
  • New option: Move objects at the display rate even without frame generation (experimental, off by default). FrameWarp's own frame generation for what moves on its own (cars, people, your character/weapon), for games or settings without the game's own. Objects are shown one game frame late and move at the display rate; the camera is not delayed.
  • FSR games that send their depth through Streamline find the HUD from the upscaler's output, as with DLSS.
  • The ReShade menu shows the game's own picture while it is open when frame generation is on.

Notes

  • With NVIDIA Latewarp as the warp engine, FrameWarp still pauses while frame generation is on.
  • FSR 3.0 frame generation (games using the older FidelityFX SDK) and XeSS frame generation aren't used yet: FrameWarp pauses while they are on, and says so in its panel.
  • Frame generation and FrameWarp together need GPU headroom: at 3x and 4x the output may not reach your refresh rate on mid-range GPUs.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension. The HUD stays still using the game's HUD layers; the character is held while the camera turns.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. DLSS Frame Generation (2x to 4x) and FSR 3.1 frame generation work with FrameWarp. The HUD is found automatically; Leon is held while the camera turns. With FSR, turn the camera for a second or two after loading.
Cyberpunk 2077 (DLSS or FSR 3) The HUD and V's weapon are found automatically. DLSS Frame Generation and FSR 3 frame generation work with FrameWarp. The FSR 2.1 option can't be used.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan. Turn the camera for a few seconds after loading while the camera is calibrated. If the ReShade menu hides behind the game, turn off Present From Compute in the game's advanced video settings.
Assassin's Creed Black Flag Resynced (DLSS, FSR or neither) No launch options. Turn the camera for a few seconds after loading while it calibrates.
Returnal (DLSS) No launch options. Turn the camera for a few seconds after loading while it calibrates.
Resident Evil 2 (DirectX 11, no DLSS or FSR) Choose DirectX 11 in the game's settings. Turn the camera for a few seconds after loading while it calibrates.

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless, with DLSS or FSR on if the game has them (frame generation on or off), then open ReShade > Add-ons > XPAR.

Updating resets the settings remembered per game to the defaults.

Requires a DirectX 12 or DirectX 11 game (with or without DLSS or FSR), or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

FrameWarp 1.7.0

Choose a tag to compare

@xPoiler xPoiler released this 01 Oct 15:01

Games without DLSS or FSR now work too (experimental). FrameWarp no longer needs an upscaler: without one, it takes the depth from ReShade, works out the motion and the camera from the picture itself, and reprojects as usual. This also covers DirectX 11 games for the first time.

What's new

  • No DLSS or FSR needed (DirectX 12 and DirectX 11). The depth comes from ReShade's depth buffer and the motion is estimated from the game's own frames; no motion vector shader is needed. In games that do have DLSS or FSR, switching them off hands over to this path by itself, and switching them back on returns to the game's own data.
  • ReShade's depth set up for you. FrameWarp picks the game's depth buffer by itself (ReShade's own pick is often wrong, and ticking the right one didn't last beyond the session), finds out which way round the game stores its depth, and switches on ReShade's "Copy depth buffer before clear operations" when a game needs it (the panel then asks for one restart). It only acts while a 3D scene is being drawn, never in menus or loading screens.
  • DirectX 11 games. Frames reach the presenter through textures shared with the game's DirectX 11 device (Windows 10 1703 or later).
  • Steadier estimated camera. In games where FrameWarp works out the camera itself (no camera data from the game, or no upscaler at all): the camera stays level and no longer drifts up or down over time, frames whose motion can't be worked out no longer stop the camera dead, the field of view is judged more accurately, and the camera position can no longer drift away during long sessions.
  • Auto latency shows games without DLSS or FSR a whole game frame behind, which keeps the view steady while the camera is worked out from the picture.
  • Capture and marker keys (Ctrl+Shift+D, Ctrl+Shift+M) now only work with Record detailed diagnostics ticked, so they can't freeze the game by accident.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension. The HUD stays still using the game's HUD layers; the character is held while the camera turns.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. The HUD is found automatically; Leon is held while the camera turns. With FSR, turn the camera for a second or two after loading.
Cyberpunk 2077 (DLSS or FSR 3) The HUD and V's weapon are found automatically. The FSR 2.1 option can't be used.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan. Turn the camera for a few seconds after loading while the camera is calibrated. If the ReShade menu hides behind the game, turn off Present From Compute in the game's advanced video settings.
Assassin's Creed Black Flag Resynced (DLSS, FSR or neither) No launch options. Turn the camera for a few seconds after loading while it calibrates.
Returnal (DLSS) No launch options. Turn the camera for a few seconds after loading while it calibrates.
Resident Evil 2 (DirectX 11, no DLSS or FSR) Choose DirectX 11 in the game's settings. Turn the camera for a few seconds after loading while it calibrates.

Known limitations of the new path

Without DLSS or FSR the motion is worked out from the picture, so very fast turns, dark or blurry scenes and flat surfaces are the hardest, and it is less exact than with an upscaler. ReShade has to be able to see the game's depth buffer (online games often block it). DirectX 9, DirectX 10 and OpenGL games aren't supported, and Vulkan games only with DLSS.

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place. The installer also puts XPAR.fx in the game's ReShade shader folder.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless, with DLSS or FSR on if the game has them and frame generation off, then open ReShade > Add-ons > XPAR.

Updating resets the settings remembered per game to the defaults.

Requires a DirectX 12 or DirectX 11 game (with or without DLSS or FSR), or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

FrameWarp 1.6.1

Choose a tag to compare

@xPoiler xPoiler released this 30 Sep 11:33

Games with unreliable camera data now work by themselves. Some games send camera data that doesn't describe how their picture actually moves. In those, the image either didn't reproject at all or warped wildly. FrameWarp now notices this on its own and switches to working out the camera from the game's motion vectors. There is nothing to set manually.

What's new

  • Automatic camera check. While the camera moves, FrameWarp compares the camera data the game sends with the game's own motion vectors. In games where the two agree (every game supported so far) nothing changes. When they never agree, the camera is worked out from the motion vectors instead, the same way as in games that send no camera at all. The XPAR panel says when that is the case.
  • Remembered per game. The result is saved for the game, so from the second launch it starts on the right camera straight away. It is checked again after each update, and taken back if the estimated camera turns out no better.
  • Fixed: Assassin's Creed Black Flag Resynced. With DLSS the reprojection did nothing; with FSR the picture warped wildly. Both now work. On the first launch the picture may still warp wrongly for the first few seconds of camera movement, until the check has seen enough.
  • Depth taken at the DLSS call when needed. Games that send their camera but whose depth and motion vectors didn't reach FrameWarp now get them from the DLSS call.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension. The HUD stays still using the game's HUD layers; the character is held while the camera turns.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. The HUD is found automatically; Leon is held while the camera turns. With FSR, turn the camera for a second or two after loading.
Cyberpunk 2077 (DLSS or FSR 3) The HUD and V's weapon are found automatically. The FSR 2.1 option can't be used.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan. Turn the camera for a few seconds after loading while the camera is calibrated. If the ReShade menu hides behind the game, turn off Present From Compute in the game's advanced video settings.
Assassin's Creed Black Flag Resynced (DLSS or FSR) No launch options. The camera is worked out from the motion vectors (found automatically on the first launch). Turn the camera for a few seconds after loading while it calibrates.
Returnal (DLSS) No launch options. Turn the camera for a few seconds after loading while it calibrates.

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless with DLSS or FSR on and frame generation off, then open ReShade > Add-ons > XPAR.

Updating resets the settings remembered per game to the defaults.

Requires a DirectX 12 game with DLSS or FSR, or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

FrameWarp 1.6.0

Choose a tag to compare

@xPoiler xPoiler released this 29 Sep 17:03

Clean edges around weapons and characters. When the scenery moves past a first-person weapon or a third-person character, it no longer tears into streaks or leaves a ghost of the outline behind (some artifacts in some games are still being worked on). Over-the-shoulder cameras keep the character still while turning, and your settings are reset to the new defaults when you update, so every improvement applies right away.

What's new

  • Stretch around character/weapon (new setting, 1 by default, XPAR engine). The scenery right next to a kept-still weapon or character follows the camera slightly less the closer it is. The strip the warp uncovers beside it is covered by gently stretched scenery instead of streaks, and the soft outline of the weapon stays with it instead of smearing away as a ghost when strafing. Set it to 0 to turn it off.
  • Background memory for uncovered areas (new option, on by default, XPAR engine). FrameWarp remembers the scenery it last saw around the weapon, the character and just beyond the screen edges. When turning the camera uncovers those areas, they show what was really there instead of stretched pixels. Costs about 80 MB of video memory and about 0.1 ms of GPU time per game frame at 4K, on the intake queue, so it doesn't compete with refreshes.
  • Keep still what the camera turns around (third-person) (new option, on by default). Over-the-shoulder cameras circle the character, so it barely moves on screen while the room swings around it. It's now kept still while turning instead of being swung away and snapped back (Resident Evil Requiem, Expedition 33).
  • Settings reset on update. The first launch after an update resets the settings remembered per game to the new defaults (the ReShade log says so).
  • Fixed: red pixels could appear in wide uncovered areas with the background memory off.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension. The HUD stays still using the game's HUD layers; the character is held while the camera turns.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. The HUD is found automatically; Leon is held while the camera turns. With FSR, turn the camera for a second or two after loading.
Cyberpunk 2077 (DLSS or FSR 3) The HUD and V's weapon are found automatically. The FSR 2.1 option can't be used.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan. Turn the camera for a few seconds after loading while the camera is calibrated. If the ReShade menu hides behind the game, turn off Present From Compute in the game's advanced video settings.
Returnal (DLSS) No launch options. Turn the camera for a few seconds after loading while it calibrates.

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless with DLSS or FSR on and frame generation off, then open ReShade > Add-ons > XPAR.

Requires a DirectX 12 game with DLSS or FSR, or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

SHA256 (FrameWarp-1.6.0.zip): 0562d69abf299aea77bd7209256f82e7edf1cb9fef7d950bafc0b6a1208414e3

FrameWarp 1.5.0

Choose a tag to compare

@xPoiler xPoiler released this 29 Sep 01:11

A steady 120 Hz in demanding games, Vulkan support, and a much better HUD and weapon mask. New game frames are now processed on their own GPU queue, so they no longer make refreshes late: DOOM Eternal and Resident Evil Requiem now hold 120 Hz like Expedition 33 and Cyberpunk 2077. FrameWarp also runs in Vulkan games (DOOM Eternal), finds the HUD more reliably, and fills in what the HUD covered better when the camera turns.

What's new

  • Steady refresh rate. With the XPAR engine, a new game frame is taken in on a separate GPU queue while the warp keeps showing the previous frame. The several milliseconds of HUD and mask work per frame at 4K can no longer delay a refresh, and no game frame is delayed or skipped. Uses about 50–100 MB more video memory at 4K.
  • Vulkan support (tested with DOOM Eternal, DLSS). Install ReShade for the game choosing Vulkan; the installer now finds Vulkan games by the ReShade.ini next to the game's executable.
  • Find the HUD (new setting, replaces the Find the HUD from the upscaler output checkbox; your choice is kept). The new default, Upscaler output + camera motion check, finds the HUD by comparing the picture with the upscaler's output, then lets go of anything seen moving with the world when the camera turns: bright lights, neon and effects the game draws after upscaling keep warping, while see-through HUD panels stay held. From the upscaler output and Learned from camera motion remain.
  • Fill behind the HUD from the upscaler output (new, on by default). When the camera turns, the scenery the HUD covered is taken from the upscaler's output instead of being smeared from the surroundings, so the HUD no longer leaves a trail.
  • Games without camera data (DLSS without Streamline, FSR):
    • a first-person weapon no longer throws off the estimated camera. This fixes holes in the weapon's mask, the floor being held while strafing, and a wrong strafing direction;
    • the camera no longer shakes when facing certain parts of a room after a few minutes of play;
    • menus no longer warp slightly.
  • The mouse is ignored while the game's camera doesn't follow it (menus with a cursor the game draws itself). Low mouse sensitivity and gamepads aren't affected.
  • Keep near-camera motion still (new option, on by default): turn it off if the floor near the camera is held while strafing.
  • Fixed: returning to a game's main menu no longer freezes the view until alt-tab (Resident Evil Requiem).
  • Fixed (Vulkan): the lower part of the picture could come from another frame, and the ReShade menu could flicker.
  • The presenter writes its logs in the background, so a slow disk no longer costs refreshes.

Tested games

Game Notes
Clair Obscur: Expedition 33 (DLSS) Launch options -slforcetagging -slviewextension. The HUD stays still using the game's HUD layers; the character is held while the camera turns.
Resident Evil Requiem (DLSS or FSR) Requires REFramework. The HUD is found automatically. With FSR, turn the camera for a second or two after loading.
Cyberpunk 2077 (DLSS or FSR 3) The HUD and V's weapon are found automatically. The FSR 2.1 option can't be used.
DOOM Eternal (Vulkan, DLSS) Install ReShade for Vulkan. Turn the camera for a few seconds after loading while the camera is calibrated. If the ReShade menu hides behind the game, turn off Present From Compute in the game's advanced video settings.
Returnal (DLSS) No launch options. Turn the camera for a few seconds after loading while it calibrates.

Install

  1. Extract the zip. Optional: put nvngx_latewarp.dll (NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next to install.bat to have NVIDIA Latewarp available.
  2. Close the game, double-click install.bat and choose your game. Existing installs are updated in place.
  3. For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
  4. Run the game borderless with DLSS or FSR on and frame generation off, then open ReShade > Add-ons > XPAR.

Requires a DirectX 12 game with DLSS or FSR, or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.

SHA256 (FrameWarp-1.5.0.zip): b585ccea96c49754bcb36fb991f4d7395218ff39fe21bc08430b969e58de6006