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FrameWarp 1.8.5
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
- 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. - For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
- 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.