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FrameWarp 1.6.1

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@xPoiler xPoiler released this 30 Sep 11:33
· 52 commits to main since this release

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.