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FrameWarp 1.9.0

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@xPoiler xPoiler released this 07 Oct 13:42
· 27 commits to main since this release

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.