DLSS 5 Neural Rendering on AMD GPUs, built into OptiScaler: two neural runtimes (danielblnc, lmxxf), model interleave, residual composition, XeSS frame generation up to 6X, FSR Ray Regeneration. We need your support — join the Discord: https://discord.gg/AMDNR · Ko-fi: https://ko-fi.com/3zinr
Release title
AMDNRv0.3.0 — DLSS 5 Neural Rendering on AMD, now with two runtimes
Release description
DLSS 5 Neural Rendering running on AMD GPUs, built into OptiScaler so it works in any Direct3D 12
game OptiScaler already hooks (Direct3D 11 and Vulkan titles through its D3D12 bridge).
Many thanks to TheAutomatic — the DLSS 5 AMD project releases, the HIP toolchain work
(rtc_compile, the module recipes) and the asset layout are what made the second runtime in this
build possible. This release stands on his work as much as on ours.
We need your support
Join the Discord server: https://discord.gg/AMDNR — help, #bug-report, test builds,
and the place where the next build gets decided. Two runtimes, dozens of titles and a handful of
testers: every report with a log, every screenshot, every "works here" makes the next release
better for everyone. available there too if you need it (not in
these archives; the AMD path does not need it).
Read me : English | 中文 | Português
Support the project: https://ko-fi.com/3zinr
Downloads
| File | What it is | Who needs it |
|---|---|---|
AMDNR-v0.3.0.zip
| OptiScaler with AMD Neural Rendering, both runtimes' host code, and the complete lmxxf runtime (LmxxfNrRuntime.dll + LmxxfNrRuntime.pak, 382 MB of weights and modules)
| everyone |
Runtime.zip
| danielblnc's neural runtime and weights (v0.3.1, unmodified) | RX 7000 and RX 9000 users who pick the danielblnc runtime |
Install
- Download
AMDNR-v0.3.0.zipand extract it. Copy everything from it into the game folder
(next to the game's.exe). - Pick a runtime (both is fine; the menu lets you switch):
- lmxxf (RX 9000 only): nothing more to do -
LmxxfNrRuntime.dllandLmxxfNrRuntime.pak
came with step 1. - danielblnc (RX 7000 and RX 9000): extract
Runtime.zipand copy its files into the game
folder too.
- lmxxf (RX 9000 only): nothing more to do -
- Rename
OptiScaler.dlltodxgi.dll. If the game does not launch or the mod does not load,
tryd3d12.dll,winmm.dll,version.dllordbghelp.dllinstead — one name at a time, never
several copies. - Launch the game and press
INSERTfor the menu. On the first launch that finds both runtimes
it asks which one to use; the Neural tab changes it later (takes effect on the next start).
Still not working? Report it in #bug-report with the .log files from the game folder
(lmxxf_backend.log when lmxxf is selected — its lmxxf inputs: and lmxxf stats @N: lines
usually say why).
What's new in 0.3.0
- A second neural runtime: lmxxf (HIP, RDNA 4). Selectable beside danielblnc's; the menu
says what your GPU can run. Its edit is applied one frame late and carried by the motion
vectors, so the frame never waits for the network (about 32 ms a job at 1080p, 15 ms at the
720 tier, on an RX 9070 XT). LmxxfNrRuntime.pak: the 463-file assets folder is one encrypted, authenticated file
beside the runtime DLL; nothing is unpacked to disk. The folder layout still works.- The network's own temporal history (DLSS 5's history path), working under Model
interleave through a two-frame vector chain, with upstream's history guard and output-side
smoothing. - Real Neural passes (2 and 3 launches per frame); the history loop stays a one-pass loop,
so passes no longer compound into ghosting. - Edit shaper under Image look: Edit detail, Edit colour, Edge guard, Output smoothing; the
Appearance filter runs under lmxxf too. - After Ray Reconstruction: lmxxf now writes its result back into the RR output (new, not yet
confirmed in a shipping title — try it with RR on and report). - Toggle hotkey:
HOMEswitches Neural Rendering on and off in-game (both runtimes), with an
On / Off notice; rebind it beside the Enable checkbox or under Interface > Keybinds. - Diagnostics for any title:
lmxxf_backend.loggets anlmxxf inputs:line (formats,
sizes, motion scale, depth, mask, exposure) and a stats line every 600 frames (exposure, fed
brightness, the model's edit, the carried edit, keep, reactive mean, vector health). - Self-healing: unusable motion vectors, a depth test that refuses everything, or an
exposure that blacks out the feed are each detected from those stats and worked around for the
session, with one line in the log saying so. - Fixed for both runtimes: a title's one-channel reactive mask read as "everything is
reactive" (GTA V Enhanced showed no effect at all; fixed), the NR-resolution crash (the job in
flight is abandoned instead of consumed), the NR % slider snapping back, a Reset flag held up
by the game, the menu'ship_msreadout, the product name (AMD-NR v0.3.0 / OptiScaler v11.0.0), the GPU support readout, Neural passes under NR resolution, Debug view 5 (the
edit applied directly, an A/B for "it does not work").
Full notes: RELEASE-NOTES.md. Compatibility table for lmxxf: README.md.
Known
- RX 7000, RX9000 (RDNA 3, RDNA 4) runs the danielblnc runtime only; handheld APUs and RX 6000 are not
supported by either runtime yet. - The after-RR placement of lmxxf, Vulkan titles with lmxxf, and the TLOU / Where Winds Meet /
RE Requiem RR reports are still waiting for logs.
Credits
- TheAutomatic — DLSS 5 AMD project — https://github.com/TheAutomatic/dlss-5-amd-project —
many thanks: the releases, the HIP toolchain and the layout this build's lmxxf integration
follows. - DLSS-NR on AMD — danielblnc — https://github.com/danielblnc/DLSS-NR-on-AMD — the runtime and
weights inRuntime.zip, unmodified. - lmxxf / dlss5-on-amd-9070xt-porting — https://github.com/lmxxf/dlss5-on-amd-9070xt-porting —
the HIP neural runtime (MIT) built in-tree asLmxxfNrRuntime.dll. - Matheus / dlss-5-amd — https://github.com/MatheusGViana/dlss-5-amd-project
- OptiScaler — Overclockers — https://github.com/Overclockers/OptiScaler-Releases
Licence: GPL-3.0 (LICENSE); third-party licences in Licenses\. Not affiliated with NVIDIA, AMD
or any publisher. Use at your own risk.