github 3zwr1/AMD-NR---OptiScaler Alpha0.3.1
AMDNR-v0.3.1

one month ago

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.

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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 missing in 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 old d3dcompiler_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.zip here is danielblnc's 0.3.1: dlssnr_amd_pass1.dll = 7,304,192 bytes,
    SHA256 b108d640....

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

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