github 3zwr1/AMD-NR---OptiScaler Alpha0.3.4.2
AMDNR-v0.3.4.2

one month ago

GitHub release — AMDNR v0.3.4.2

Title: AMDNR v0.3.4.2 — hotfix: Assetto Corsa menu input, runtime chooser, the Ray Regeneration section, Wine / Proton text
Video: Hotfix video
Tag: Alpha0.3.4.2


Hotfix for 0.3.4.1. Neural Rendering is byte-identical to 0.3.4.1 except one accepted-layout row: the neural pass,
both runtimes and the pak are unchanged; only OptiScaler.dll and the documents change.
That row is what makes this
build accept one more danielblnc runtime layout (see below).

Join the Discord (support, bug reports, test builds): https://discord.gg/AMDNR

The danielblnc runtime is Daniel Blanco's work. The AMD neural runtime in the *Runtime.zip files
(dlssnr_amd_pass1..3.dll) is DLSS-NR on AMD by Daniel Blanco (danielblnc) -
https://github.com/danielblnc/DLSS-NR-on-AMD. Copyright (c) 2026 Daniel Blanco, all rights reserved.
AMDNR ships it unmodified, with his permission; it is not AMDNR's work. Please support his project.
The lmxxf runtime is built on lmxxf by Kien (MIT).

What's fixed

  • Assetto Corsa: the menu (the second report, at a low frame rate: the menu opened by itself on the runtime
    chooser, clicks did nothing, and Insert hid the menu only while it was held).
    • The menu key toggles once per physical press: it acts on the press, never on the release, and a key message that
      arrives late is ignored.
    • Clicks and menu keys shorter than a frame are no longer lost: both edges are kept and replayed inside one frame.
    • The runtime chooser answers to 1 / 2 (pick), Enter (use) and Esc (Decide later), has a title-bar X, and
      closing the menu with Insert counts as Decide later, so it can never trap you.
    • Found in review and fixed before release: with [Menu] OverlayMenu=false and frame generation on, a replayed
      click could arrive twice; a menu key press sent from another thread could look dead; the held menu key is now
      hidden from the game's DirectInput reads and keyboard hooks too, until it is released.
    • To get 0.3.4.1's menu key and clicks back (no new key): add DiagInputHooksSkip=presslatch,clickreplay under
      [Hotfix] in your OptiScaler.ini yourself; the shipped ini only describes the line in a comment.
    • The fix is built and covered by this release's tests; confirmation from the Assetto Corsa player who
      reported it is still pending.
  • The runtime chooser no longer opens the menu by itself. With files for both runtimes present and no choice
    made, the menu stays closed and one notice says which runtime runs until you pick one and which key opens the menu; the chooser
    appears the first time you open the menu, and Decide later still works. What runs while unchosen is 0.3.4.1's rule.
  • The Ray Regeneration settings could not be found. An RX 7000 player went looking for the Ray Regeneration
    section in the Neural tab and found nothing: it was drawn only while FSR Ray Regeneration had denoised a frame in
    the last 3 seconds, or when Ray Regeneration had given the game up. The section is now always there, with one dim
    line for each of four cases: it is denoising now, the game has not turned Ray Reconstruction on (that line gives
    the three steps in the game), Ray Regeneration gave this title up and why, or it last ran N seconds ago. A card
    that needs a word about itself gets a third dim line: on RX 7000 it is offered by default but the driver may refuse
    it; on RX 6000 and older it is not offered, because AMD ships it for RDNA 4, and
    [FSR-RR] FfxDenoiserAllowPreRdna4=true offers it anyway. The controls stay on screen, greyed out, while it is not
    denoising. No setting and no default changed with this.
  • Wine / Proton text: the Neural tab and the [RR_DIAG] log line no longer claim that FSR Ray
    Regeneration works there. They now say what the 0.3.4.1 notes say: FSR upscaling works under Wine / Proton; FSR Ray
    Regeneration is a known issue there (pink / magenta patches in some games). Nothing else changed on Proton.
  • Diagnostics for support: the log names the overlay DLL a game loads and the caller of D3D11CreateDevice (INFO,
    once per distinct name; an overlay AMDNR blocks keeps its line at DEBUG); menu input lines at INFO.

Ray Regeneration

  • The sharpening AMDNR adds after Ray Regeneration is an ini key now: [Sharpness] RrDefaultSharpness, default
    unchanged at 0.25
    - the number used when the game sends no sharpness of its own, applied by FSR to the denoised
    picture. Sharpening after a denoiser lifts the grain it left, so grain on faces or textures can now be answered with
    0.15, 0.10 or 0 in the ini instead of a new build. A game's own value keeps priority, an explicit Override wins over
    both, Wine / Proton still adds nothing, and Save Settings keeps your number.
  • A [Sharpness] Sharpness left in the ini while Override is off is named as waiting - it does nothing until you
    tick Override and then applies at once (one report carried 1.00, four times the RR default). Image > Sharpness shows
    a dim tag on the Ray Regeneration path, and the [RR_POST] log line says the same.
  • No denoiser tuning changed and no default moved: every Ray Regeneration number is 0.3.4.1's.

Neural Rendering

  • This build accepts one more danielblnc runtime layout. AMDNR recognises a danielblnc pass DLL by the file
    itself (size and SHA256) and reads its knobs from a table of accepted layouts; a build that is not in that table is
    not driven. This release adds one more row to that table, so a newer danielblnc build can be driven here without
    waiting for an AMDNR update: the Neural tab names the file and its version as usual, and Network style, Tone curve,
    Black lift, Game exposure and Fast mode work with it. The layouts accepted before are untouched
    and no default moved - that row is the only change on the neural side of OptiScaler.dll, and the runtimes and the
    pak in this zip are the 0.3.4.1 files, byte for byte.

Docs

  • README: the rename list now names every proxy name the mod accepts (dxgi.dll, d3d12.dll, winmm.dll,
    version.dll, dbghelp.dll, winhttp.dll, wininet.dll); d3d11.dll is not one of them.
  • README FAQ: Uncharted: Legacy of Thieves Collection crashes at the first NR frame on RX 9000 (a stack overflow
    at HIP's first initialisation on the game's 192 KiB job fiber): keep [DlssNr] Enabled=false in that game until
    0.3.5; switching runtime does not help.
  • README FAQ: hybrid PCs (integrated graphics plus a Radeon): if the game renders on the integrated GPU, NR never
    runs; set the game to the discrete GPU in Windows Settings > System > Display > Graphics.
  • README: [DlssNr] AmdLmxxfTierSnap=true on RX 9000 (opt-in, off by default; some sizes drop a tier, 1440p Quality
    1707x960 -> the 900 size: network 14.08 -> 9.96 ms measured outside a game, slightly softer); the lmxxf cost hover
    says the same on RX 9000.
  • README FAQ: "You cannot find the Ray Regeneration settings?" - where the section is, what its dim line means
    while Ray Regeneration is not running, and the three switches a game needs (DLSS as the upscaler, ray tracing or
    path tracing, Ray Reconstruction). All nine languages.
  • README FAQ: "Ray Regeneration looks grainy or noisy?" - judge it with Neural Rendering switched off, because
    the neural pass runs after Ray Regeneration on its output; the setting to try per kind of grain is in
    the Ray Regeneration settings guide RR-BEST-SETTINGS.md
    (not in the zip); and a value under [Sharpness] Sharpness does nothing until
    you tick Override, then it applies at once. No denoiser default and no sharpening default changed in 0.3.4.2.
    Said plainly there as well: a part of the grain is the game's own ray sampling, which AMD's denoiser is not built to
    repair, and the grain that crawls in a still scene has a structural cause on our side that no slider removes
    completely - a known issue, worked on for 0.3.5.
  • Known issue, unchanged: Ray Regeneration on Proton can show magenta patches in some games; use plain FSR (FSR 4 on
    RX 9000) and send a Save report.

Update

  • AMDNR Launcher users: it updates for you (press REPAIR / UPDATE on a game that shows "Update available").
  • No launcher yet? AMDNR-Launcher.exe 0.3.5 ships on this release (signed, 71,952,104 bytes, SHA256
    fdf26eff70c9ee0b9732ccbcc79570ca13a39ddfc8f228de8248f90adc4d9bfe):
    https://github.com/3zwr1/AMD-NR---OptiScaler/releases/download/Alpha0.3.4.2/AMDNR-Launcher.exe. It updates
    itself, speaks nine languages, and can run under Wine / Proton on Linux (experimental, not tested by us yet).
  • By hand, coming from 0.3.4.1 or 0.3.4: replace OptiScaler.dll only (the file you renamed, e.g. dxgi.dll, with
    the new one renamed the same way). LmxxfNrRuntime.dll, LmxxfNrRuntime.pak and your danielblnc runtime files are
    unchanged: keep them. Your OptiScaler.ini works as it is.
  • On this release: AMDNR-v0.3.4.2.zip, SHA256SUMS.txt and AMDNR-Launcher.exe.
  • danielblnc 0.4.3 (published 2026-09-28) is supported day one - its layout was already accepted in the host, so
    AMDNR 0.3.4, 0.3.4.1 and 0.3.4.2 all drive it with no AMDNR update. It is the recommended danielblnc runtime on
    RX 9000 and RX 7000
    : v0.4.3-Runtime.zip on the
    Alpha0.3.4.1 release, which the AMDNR
    Launcher offers as the recommended runtime; v0.4.1-Runtime.zip and v0.4.0-Runtime.zip on the same release are
    still accepted, and 0.3.3 is retired (no longer recommended for RX 7000). The lmxxf runtime needs no runtime zip.
    His own numbers for 0.4.3: +20% Reference / +18% Fast vs 0.4.2, his measurement.
  • New install, or older than 0.3.4: the AMDNR Launcher, or by hand AMDNR-v0.3.4.2.zip (plus the runtime zip for
    your GPU for the danielblnc runtime) and the README's installation guide.

Full notes: CHANGELOG.md.

Credits

Daniel Blanco (danielblnc) (the danielblnc runtime, used with his permission;
https://github.com/danielblnc/DLSS-NR-on-AMD), lmxxf (Kien, MIT;
https://github.com/lmxxf/dlss5-on-amd-9070xt-porting), AMDNR's RDNA 3 backend by 3zwr1, TheAutomatic,
Matheus, Dagherbou, wilsjo2, burak113 (the FSR Ray Regeneration preprocessor), RenoDX
(clshortfuse), Coldwood1026, Nukem9 and OptiScaler (Overclockers and contributors). The full list with
links is in the README and in the 0.3.4 release notes. AMDNR is Copyright (c) 2026 3zwr1 (AMDNR), GPL-3.0 with the
additional terms in Licenses/AMDNR_NOTICE.txt.

Discord: https://discord.gg/AMDNR — bug reports with the Save report zip in #bug-report.

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