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FrameWarp 2.0.0
The HUD and the character/weapon, rebuilt - with less GPU time than before. The HUD now comes from where the game draws it in most tested games, exact from the first frame; characters, weapons and car interiors are moved by how much of the camera's turn they really follow, instead of being cut out and held.
HUD
- Taken from where the game draws it (new, on by default; Use the game's own HUD layer when found): XPAR finds the step where the game puts its HUD on the picture - by what the game does, not per game - and takes the HUD from there. Exact from the first frame; lights and neon next to it are never mistaken for HUD.
- A HUD layer of its own: Cyberpunk 2077, Resident Evil Requiem, Assassin's Creed Black Flag Resynced (DirectX 12), DOOM Eternal (Vulkan).
- A HUD drawn straight onto the final picture, caught with a copy taken just before: S.T.A.L.K.E.R. 2, Hi-Fi Rush (DirectX 12), Resident Evil 2, Dark Souls Remastered (DirectX 11).
- Learn where the game draws its HUD (new, on by default): for other games XPAR tries the candidate steps, scores them against the picture and keeps the best one, saved per game.
- Checked before it is trusted against the upscaler's output; a frame without a trusted layer is one where the game hides its HUD. A layer that can't be checked isn't used in frames where it covers 90% of the screen or more (Resident Evil 4 Remake).
- No HUD detection where the game hands its HUD over: up to ~2.4 ms of GPU time per game frame saved at 4K. Hi-Fi Rush's HUD no longer judders on fast turns.
Character and weapon
- Moved by how much of the turn it follows (new, on by default): every spot learns how much of the camera's turn it follows on screen and the warp moves it by exactly that - a third-person character the camera circles not at all, the scenery all of it, the ground around the character part of it. No held/not-held edge left for a character to split along: much steadier characters in Elden Ring, Resident Evil 2, Dark Souls Remastered and Requiem's third person.
- Your turns and the rest apart (new, on by default): Cyberpunk 2077's car interior stays put while you steer and follows when you look around.
- The camera's movement has its own share: a gun right after a weapon switch and a car's interior while driving are no longer pushed by the walking or driving. Warp error on recorded frames: Cyberpunk driving 0.108 -> 0.012 (9x less), walking 0.020 -> 0.014, DOOM at a wall 0.040 -> 0.034; Elden Ring, Dark Souls, Requiem unchanged.
- First-person weapons: Cyberpunk 2077's guns no longer warp, DOOM Eternal's gun no longer tears after moving aside at a wall.
- Wait for the camera model (new, on by default): the game's own frames until XPAR has learned the camera, instead of a wild camera at the start.
Performance
Presenter GPU (RX 6600 in my dual gpu setup, different from the rendering gpu) per game frame, character/weapon share + motion analysis, first version -> 2.0:
| Game | First version | 2.0 |
|---|---|---|
| Hi-Fi Rush | 1.74 ms | 0.67 ms |
| Elden Ring | 1.57 ms | 0.61 ms |
| Dark Souls Remastered | 1.40 ms | 0.53 ms |
| Resident Evil 2 | 1.35 ms | 0.56 ms |
| Resident Evil 4 Remake | 1.27 ms | 0.46 ms |
| DOOM Eternal | 1.24 ms | 0.42 ms |
| Cyberpunk 2077 | 0.80 ms | 0.44 ms |
| Resident Evil Requiem | 0.57 ms | 0.21 ms |
| Expedition 33 | 0.53 ms | 0.21 ms |
- Character/weapon about 4x cheaper than the whole-character passes it replaces, now worked out at half resolution.
- Warp: 6-21% less GPU time per refresh at 4K.
- Games without DLSS or FSR: motion from the picture in 1.05 ms per game frame at 4K instead of 1.9 ms.
- Video memory, Cyberpunk 2077 at 4K: presenter 1.6 GB -> 0.9 GB.
- Prevent GPU queueing stands aside when the GPU is the limit (Elden Ring: ~35 fps with it, ~45 without), tries again now and then and comes back if it costs 8% or less.
Warp
- Forward-splat warp (new default): near objects keep their shape and are no longer doubled when strafing.
- Background memory also keeps what is behind things passing in front of the camera and fills uncovered gaps with it.
XPAR frame generation (still not recommended)
- Reworked as whole images between the game's frames, through the same path as a game's own frame generation. Still experimental and off by default; use the game's own DLSS or FSR 3.1 frame generation where it exists.
Fixes
- Resident Evil 4 Remake finds its depth buffer right away (it took about a minute before). Cyberpunk 2077 no longer hangs while loading. Upscaler data is matched to the right frame in games that render ahead.
As with every update, the settings remembered per game go back to the defaults (Record detailed diagnostics stays). The full list is in CHANGELOG.md.
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. HUD from the game's own layer. |
| Cyberpunk 2077 (DLSS or FSR 3) | DLSS and FSR 3 frame generation work with FrameWarp. HUD from the game's own layer; car interiors held. |
| 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. |
| Resident Evil 4 Remake (DirectX 12) | New. Its FSR 2 is built into the game: FrameWarp works from the picture. |
| Elden Ring (DirectX 12, no DLSS or FSR) | New. Runs without Easy Anti-Cheat (offline), as for any ReShade use. |
| Dark Souls Remastered (DirectX 11, no DLSS or FSR) | New. |
| Hi-Fi Rush (DirectX 12) | New. |
| 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.
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.
Known Bugs: reticles might not be held as good in certain games by the new masking logic, working on it
SHA256 (FrameWarp-2.0.0.zip): c5f550de874d1bc83f30c87b84a018f5486508f0dab0e7f02287622a88470fde