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FrameWarp 1.7.0
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
- Extract the zip. Optional: put
nvngx_latewarp.dll(NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next toinstall.batto have NVIDIA Latewarp available. - Close the game, double-click
install.batand choose your game. Existing installs are updated in place. The installer also putsXPAR.fxin the game's ReShade shader folder. - For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
- 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.