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FrameWarp 1.6.0

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@xPoiler xPoiler released this 29 Sep 17:03
· 53 commits to main since this release

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