github 3zwr1/AMD-NR---OptiScaler Alpha0.3.5
AMDNR-v0.3.5

2 hours ago

Title: AMDNR-v0.3.5
Video: V0.3.5
Tag: Alpha0.3.5


AMDNR 0.3.5 brings AMDNR Anywhere (preview), lmxxf 0.37 on RX 9000, a faster module set for RX 7000
and RDNA 3 handhelds, and a long list of fixes from your reports. All three files change: replace
OptiScaler.dll, LmxxfNrRuntime.dll and LmxxfNrRuntime.pak together.
Launcher users: it updates for you.
Requires AMD Software: Adrenalin Edition 26.9.1 or newer.

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), shipped unmodified with his
permission
- https://github.com/danielblnc/DLSS-NR-on-AMD. Copyright (c) 2026 Daniel Blanco, all rights
reserved. It is not AMDNR's work. Please support his project.
The lmxxf runtime is built on lmxxf by Kien (MIT), including the lmxxf 0.37 kernels by Kien (MIT) -
https://github.com/lmxxf/dlss5-on-amd-9070xt-porting.
AMDNR Anywhere runs inside Magpie by Blinue, experimental fork by SAOG0721 (GPL-3.0), fetched from the
author, not redistributed by AMDNR
- https://github.com/SAOG0721/Magpie.

AMDNR Anywhere (preview, RX 9000)

  • Neural Rendering for games with no DLSS, XeSS or FSR 2 of their own, and nothing is written into the game
    folder. In the launcher, PLAY asks which route to use (the game's own upscaler, or Anywhere); the launcher
    fetches the capture host from its author (467 MB, once), starts the game and runs NR on its window. Settings
    live in the menu's Anywhere tab.
  • Both runtimes work inside Anywhere: lmxxf, and DLSS-NR on AMD by Daniel Blanco (danielblnc), which now
    gets the same pacing, hitch counter and dark-screen handling.
  • A cleaner picture: at 1:1 AMDNR writes the output itself (no FSR 3 pass, no CAS), each frame gets its own
    answer, exposure follows the scene without jumps, and dark or loading screens are no longer lifted to grey.
  • Steadier frames: the start-up no longer freezes the picture; the pace settles once on a rate your display's
    refresh grid and the network can hold; each frame is shown a steady time after it was captured (timestamp
    pacing, AnywhereTimestampPacing, on by default); the network runs on its own high-priority queue and the
    launcher lowers the game's GPU priority so NR goes first. Auto tier (AnywhereAutoTier, on by default) steps
    down one NR tier when your GPU cannot hold the chosen one. A Hitches counter on the Anywhere page shows
    what is left.

Faster

  • lmxxf 0.37 by Kien (MIT), on by default on RX 9000. About 20 percent less network time on an RX 9070 XT at
    the 1080 size (14.0 -> about 11.3 ms, measured outside a game). Off switch: [DlssNr] AmdLmxxfL37=false.
  • RX 9060 / 9060 XT (experimental on that card): the lmxxf 0.37 kernels, AMDNR's one-wave C32 kernels (c32w) and
    the FastK kernel groups are on by default. None of them has been run on a 9060 by us yet; off switches:
    [DlssNr] AmdLmxxfL37=false, AmdLmxxfC32w=false, AmdLmxxfFastK=false.
  • RX 7000 and Z1 Extreme-class handhelds: about 10 percent less network time, same picture bit for bit (the
    g2 module set for gfx1100 / 1101 / 1102 / 1103 in LmxxfNrRuntime.pak; hash-checked by testers on an RX 7800 XT
    and a Z1 Extreme). Z2 Extreme / 890M / 880M modules are unchanged.

Neural Rendering

  • Dynamic resolution no longer rebuilds the network at every step (The Last of Us Part II flicker), both
    runtimes.
  • Neural pass after upscaling as an option: [DlssNr] AmdPlacement=post (Neural > Performance > Placement).
    Default unchanged (pre).
  • Custom style slots keep the whole look: tone curve, tonemapping, filters and colour composition, not only
    the quality sliders.
  • danielblnc runtime: your own Async key in dlssnr_on_amd.ini now reaches it. danielblnc 0.5.0 is the
    newest build this release drives.
  • One runtime folder for many games: [DlssNr] AmdRuntimePath (about 455 MB saved per game).
  • The runtime checks every HIP module in the pak before use and refuses an unknown one by name.

Ray Regeneration

  • Its own tab, right after Upscaling, with status lines that say per card and per API what runs and why not.
  • Denoiser backend: Automatic / Off - Off lets the game keep its own denoiser. A noise number (grain in /
    out, still-camera flicker) while the tab is open.
  • RX 7000: Ray Regeneration is not offered by default any more; the game keeps its own denoiser. The
    Upscaling tab has an experimental, unsupported opt-in for testing only (see Known issues).
  • Vulkan titles (RTX Remix, id Tech 8): the tabs say that Ray Reconstruction and AMDNR's frame generation are
    D3D12 only, instead of asking you to turn on what the game greys out.

Frame generation

  • A game's own FSR frame generation keeps its own provider (on RX 9000 it was swapped to the driver's ML frame
    generation behind the game's back), and the log names it.
  • The Frame Gen tab and the log say why nothing generates, and name the five steps.
  • Control Resonant no longer dies with frame generation (a second swapchain on the same window).

Handhelds (ROG Ally and other RDNA 3 APUs)

  • FSR 4 (INT8), experimental opt-in on the Upscaling tab (and on the launcher's game page) for Z1 Extreme /
    780M, Z2 Extreme / 890M / 880M and Strix Halo. Not validated by AMD, off by default; about 1.5-3 ms per frame
    on a Z1 Extreme (estimate).
  • The carried edit no longer vanishes when you move with Model interleave on.
  • Bright coloured highlights no longer blow out with the tone curve (fire in Shadow of the Tomb Raider).
  • Neural passes run as 1 on a handheld; rows that cannot act are greyed with the reason.

Game fixes

  • Uncharted: Legacy of Thieves (RX 9000) no longer crashes at the first NR frame (the first HIP call now runs on
    its own large stack).
  • GTA V Enhanced runs without the DXGI spoof (ray tracing no longer switches itself on; ERR_GFX_STATE).
  • Assetto Corsa (a foreign nvngx.dll), F1 25 and Kingdom Come: Deliverance II (Game Pass overlay
    crashes), Tainted Grail: The Fall of Avalon and Dead Space (NR switching itself off).
  • Anti-cheat and crash-reporter processes (EA Javelin, Easy Anti-Cheat, BattlEye, Vanguard and others) are left
    alone.

Diagnostics and support

  • "No HIP adapter matches D3D12 LUID" and HIP error 100 (no device) now name their cause and what to do.
  • Other mods' loaders (RED4ext, Cyber Engine Tweaks) and ReShade are named in the report and the log.

AMDNR Launcher 0.3.5.1

  • One PLAY with a route chooser (game upscaler or Anywhere) and the graphics API on every game page
    (DX9 / 10 / 11 / 12 / Vulkan / OpenGL).
  • PLAY ANYWHERE is your choice: INSTALL / DON'T INSTALL at first start and in SETTINGS; turning it off stops
    the host and removes what it downloaded (your Anywhere settings can be kept).
  • Fix buttons in the Doctor: a finding that names a fix runs it (REPAIR / UPDATE, RESET INI, UNINSTALL,
    RESCAN, the REFramework page).
  • Anywhere starts at last session's settled rate only when the runtime and NR tier are the same, and says how fast
    the game draws (with a note to cap it when it draws far more than the host shows).
  • Twelve languages: Turkish, Korean and Hungarian are new.
  • Rockstar games start through their store or the Rockstar Games Launcher, never by their exe (GTA V
    ERR_NO_LAUNCHER).
  • Resident Evil 2 / 3 / 4 (2023) / Village: a setup notice (they need PureDark's upscaler plugin and
    REFramework).
  • More titles marked unsupported (no DLSS / XeSS / FSR 2+: Skyrim, Fallout 3 / New Vegas / 4, Elden Ring,
    Sekiro, Assassin's Creed Valhalla and others), refused before any download with the reason.
  • The capture host's tray icon is hidden; other mods' loaders are never moved; Xbox / Store games start by their
    app id; COLLECT LOGS carries the crash log and danielblnc's ini; only runtimes danielblnc has published are
    offered.

Known issues

  • AMDNR Anywhere is a preview: RX 9000 only; windowed or borderless only; motion is estimated from a captured
    window, so a light flicker or judder in fast motion can remain. In heavy, uncapped games (GTA V) cap the game
    with Radeon Chill (Min = Max) for steady fps.
  • Capture adds delay: Anywhere shows each frame a little after the game drew it.
  • Fast mode and a high Output smoothing make the picture softer.
  • RX 7000 and Ray Regeneration: not supported. AMD's denoiser has no RDNA 3 path; with the experimental box
    ticked the picture falls back to the upscaler without a denoiser. AMDNR's own denoiser is 0.3.6 work.
  • Frame generation needs the game's own frame generation as the input (or OptiFG in DX12); XeFG needs
    borderless. No fps gain = FG is off (the tab says which step), not broken.
  • Vulkan titles: Ray Reconstruction and AMDNR's own frame generation are D3D12 only.
  • Linux / Proton: Neural Rendering needs the Windows AMD driver; FSR upscaling works.
  • A danielblnc build newer than 0.5.0 is not driven by this release.

Next (0.3.6)

  • RX 6000 (RDNA 2) preview, AMDNR's own denoiser for RX 7000 Ray Regeneration, AMDNR Screen GI, AMDNR Anywhere on
    RX 7000 once tested there.

Update

  • AMDNR Launcher users: it updates itself first, then your games (UPDATE ALL).
  • No launcher yet? AMDNR-Launcher.exe 0.3.5.1 is on this release (signed, 72,048,920 bytes, SHA256
    12c241c548c796e642263331f06bcaa269fd14970c3288930f374def0c2b85ac).
  • By hand, from 0.3.4.x: replace OptiScaler.dll (renamed the same way as before, e.g. dxgi.dll),
    LmxxfNrRuntime.dll and LmxxfNrRuntime.pak. Your danielblnc runtime files and OptiScaler.ini stay.
  • On this release: AMDNR-v0.3.5.zip (616,269,396 bytes, SHA256
    2e677053ef420e7cc312d5364bb082bc9ecca2b8cfcd9026215ab124b23a633a), SHA256SUMS.txt, AMDNR-Launcher.exe.
    The danielblnc runtime zips stay on the releases they are on; the launcher fetches the right one.

Full notes: CHANGELOG.md.

Credits

Daniel Blanco (danielblnc) - DLSS-NR on AMD by Daniel Blanco (danielblnc), shipped unmodified with his
permission (https://github.com/danielblnc/DLSS-NR-on-AMD); lmxxf by Kien (MIT), including the lmxxf 0.37
kernels by Kien (MIT)
(https://github.com/lmxxf/dlss5-on-amd-9070xt-porting); Magpie by Blinue, experimental
fork by SAOG0721 (GPL-3.0), fetched from the author, not redistributed by AMDNR
(https://github.com/Blinue/Magpie,
https://github.com/SAOG0721/Magpie); Zach Hembree (DarkHelmet) and burak113 (FSR Ray Regeneration for
OptiScaler: its author, and the continuation AMDNR ported from); AMD FidelityFX and Intel XeSS (their licences are
in Licenses\); TheAutomatic, Matheus, Dagherbou, wilsjo2; RenoDX (clshortfuse);
Coldwood1026; Nukem9; and OptiScaler (Overclockers and contributors). AMDNR's RDNA 3 backend, the
c32w kernels and the 0.3.5 module sets are by 3zwr1. 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 (or the launcher's COLLECT LOGS zip)
in #bug-report. Support the project: https://ko-fi.com/3zinr

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