GitHub release — AMDNR v0.3.1
Title: AMDNRv0.3.1 — fixes from the first 0.3.0 reports + NR style presets
Tag: v0.3.1
DLSS 5 Neural Rendering on AMD GPUs, built into OptiScaler. This is a fix release for 0.3.0: if 0.3.0
did nothing for you, start here. Many thanks to TheAutomatic (DLSS 5 AMD project), whose releases
and HIP toolchain the lmxxf runtime integration builds on.
We need your support — join the Discord: https://discord.gg/AMDNR · Ko-fi: https://ko-fi.com/3zinr
README in English | 中文 | Português | Español
Downloads
| File | What it is | Who needs it |
|---|---|---|
AMDNR-v0.3.1.zip
| OptiScaler with AMD Neural Rendering, both runtimes' host code, and the complete lmxxf runtime (LmxxfNrRuntime.dll + LmxxfNrRuntime.pak)
| 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 as in 0.3.0: extract the zip into the game folder, rename OptiScaler.dll to dxgi.dll (or
winmm.dll / version.dll / OptiScaler.asi with an ASI loader - need one of those),
pick a runtime on the first launch, INSERT for the menu, HOME toggles Neural Rendering.
Fixed
- lmxxf installed on its own never ran - in any game. The 0.3.0 zip ships lmxxf alone, and the
neural pass only opened for danielblnc's files, so an lmxxf-only install fell through to the
NVI path (n.dll is missingin the log, menu stuck at "waiting for a DirectX 12
SR frame"). Reported in Neverness to Everness; it was every game. - Where Winds Meet, danielblnc runtime: NR silent. Our shaders were being
compiled with the game's own oldd3dcompiler_47.dll, which fails on the temporal pass's shader
since 0.2.x and that stopped the whole backend. All our shaders now use the system compiler;
the temporal pass is optional if anything else fails. - Crash on a DLSS quality change with lmxxf (GTA V Enhanced, RDR1 reports): the temporal pass
reallocated textures the GPU could still be reading. The queue is drained first. - Satisfactory with DLSS Ray Reconstruction on: NR did nothing. The game asks for RR but
publishes none of its inputs; the handle falls back to FSR, and the neural pass now runs on it
as on any SR title instead of waiting behind an RR that is not there. Private AMD runtime hash mismatch: pass 1/pass1?in the menu (Skyrim SE report): the pass DLLs
were a 0.2.16 set this host does not drive. The status line now says which build it found and what
to install.Runtime.ziphere is danielblnc's 0.3.1:dlssnr_amd_pass1.dll= 7,304,192 bytes,
SHA256b108d640....
Added
- NR style presets (Neural tab, under Preset): Default, Cinematic, Crisp, Natural, Vivid, and
three custom style slots saved in the ini. A style sets the look controls together; the combo
reads Custom when the sliders match no style.
Known
- Final image mode (games with FSR 1 or no upscaler at all) is still off; the work in progress for
it is in the code for 0.4.0. - RX 7000, RX9000 (RDNA 3, RDNA 4) runs the danielblnc runtime only; handheld APUs and RX 6000 have no runtime yet.
- Where Winds Meet: spoofing as DLSS does not work there (the game's native upscaler is FSR 2); use the
XeSS input, as the reporter does.
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