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FrameWarp 2.0.5

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@xPoiler xPoiler released this 14 Oct 23:52
· 1 commit to main since this release

Sorry for the too fast release schedule, but these changes called for another version bump cause they are pretty significant in certain games and fix most of the artifacts the reworked character holding method could cause, so now it can be a clean upgrade.

Changelog:

HOTFIX for 2.0's character/weapon holding - no more ghost outlines beside guns and characters while turning, no more doubled red dot in S.T.A.L.K.E.R. 2's sights, guns and most bodies no longer torn into parts, and up to ~290 MB less video memory at 4K with nothing lost.

Character and weapon

  • No ghost outline while turning: the pixels along a gun's or a character's edge are held with what they outline again, instead of sliding off with the scenery (Cyberpunk 2077's gun and hand, Resident Evil 2's character, a car's dashboard ornament). Warp error on the pixels that change: Cyberpunk 2077 0.091 -> 0.025, Resident Evil 2 0.082 -> 0.020.
  • No doubled reticle when aiming down sights (S.T.A.L.K.E.R. 2): what is on the sight's glass is held, so the red dot, its ring and the sight's frame no longer get a second copy beside them.
  • Guns and bodies moved as one piece: parts of the same gun or body no longer move by different amounts and break up with lines while turning (S.T.A.L.K.E.R. 2's rifle, Resident Evil 2's Claire mostly). The "carried by the camera or not" decision is now firm and taken by region, and a character is no longer mixed with the floor next to it. Warp error against the game's next real frame: DOOM Eternal -21%, S.T.A.L.K.E.R. 2 -9%, Resident Evil 2 -3 to -10%, Requiem slightly better, Cyberpunk 2077 unchanged.
  • Known: in Resident Evil 2 a seam can still show at the character's waist while turning in place (the legs, planted on the floor, really move with it while the upper body follows the camera).

Video memory (lossless)

Up to ~290 MB less at 4K, identical output on every recorded frame tested:

  • The warp reads the shares of the turn directly instead of a full-resolution mask: 128 MB less, same warp time.
  • Sight reticle layers (128 MB) are made only the first time a sight is used, in the background - no hitch when aiming down sights.
  • HUD detection's working texture packed into half the size: 32 MB less.

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) Its FSR 2 is built into the game: FrameWarp works from the picture.
Elden Ring (DirectX 12, no DLSS or FSR) Runs without Easy Anti-Cheat (offline), as for any ReShade use.
Dark Souls Remastered (DirectX 11, no DLSS or FSR)
Hi-Fi Rush (DirectX 12)
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.