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FrameWarp 1.9.1

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@xPoiler xPoiler released this 08 Oct 13:24
· 10 commits to main since this release

Red dot and holographic sight reticles stay on the gun, and third-person orbit cameras keep the ground right.

Sight reticles

  • Sight reticles held (new, on by default; Hold sight reticles under Keep still, XPAR engine) (#8): a red dot or holographic reticle the game draws without depth of its own (Resident Evil Requiem) skipped while turning. It was warped with the scenery behind the glass and snapped back onto the gun with each game frame. Inside the window the held weapon encloses, what is on the glass (reticle, glow) is now learned as a layer that follows the reticle, within a few frames of turning; only the scenery under it is warped. Sights the game draws with depth were held already and are unchanged. Works at any resolution and reticle size.

Third-person cameras

  • Let the ground around the character move with the orbit is now on by default: in games where XPAR measures the point a third-person camera circles (Assassin's Creed Black Flag Resynced, Red Dead Redemption 2), the ground at the character's feet is no longer held still while the camera turns. It acts only while a measured orbit is in use.

Games

  • Red Dead Redemption 2 tested (DirectX 12, DLSS). The game crashes when the ReShade menu opens unless ReShade's Generic Depth add-on is off, also without FrameWarp: add DisabledAddons=Generic Depth under [ADDON] in the game's ReShade.ini (README, Troubleshooting).

Diagnostics

  • presenter.log lists the optional masks a game hands DLSS and FSR and the Streamline buffer types it tags; captures also save the learned reticle layer.

As with every update, the settings remembered per game go back to the defaults (Record detailed diagnostics stays).

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. Red dot and holographic sights held.
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.
Red Dead Redemption 2 (DirectX 12, DLSS) Turn off ReShade's Generic Depth add-on (menu crash). Installed under Program Files: run install.bat as administrator.
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.

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.