AMDNR 0.3.5.5R2
Video : https://youtu.be/RGPr4vnZNjE
A revision of 0.3.5.5. If you installed from inside a game, the updater will
offer you this one — that is what the R2 suffix is for.
Everything here was already present in 0.3.5.5. Nothing below is a
regression we introduced in this build; these are fixes.
Neural Rendering no longer switches itself off
This was the most common complaint and it had more than one cause. All of
these could stop NR with nothing having actually failed:
- A single slow frame — a shader compile, a loading screen, an alt-tab, an
emulator pausing itself — could switch NR off for the rest of the session.
A stop now requires a real fault: a counted driver reset or a failed GPU job. - One video-memory reading over budget used to latch for the whole session and
refuse NR a new working size or your full pass count, even after the card had
room again. Lowering your NR resolution or texture quality now actually does
something. - A single slow frame could also quietly drop your 2 or 3 neural passes to 1,
and write a file that lowered your pass count on every later start of
that game. Both now need a real fault. - On a Vulkan title, a slow first launch could refuse the lmxxf runtime
permanently — and the main archive ships only lmxxf, so that meant no neural
pass at all, on every later start. A timeout is no longer treated as a fault. - When danielblnc's runtime does genuinely die, the session now falls back to
lmxxf instead of ending Neural Rendering.
Fixes
- Ghost of Tsushima crash on startup: our FSR 3 create hook attached twice
and called itself. - Play Anywhere at night was about 6.4x too dark — the captured picture was
being read after decode instead of as stored. Affected every dark scene. - DLSS and DLSS Ray Reconstruction were being silently replaced by FSR when
unavailable, with nothing on screen saying so. The menu now tells you what is
actually running, and there are rows for both. - RenoDX colour: 0.3.5.5 shipped an ini describing behaviour its own DLL did
not have. They agree now. - Up to 33 host shader passes no longer compile while you are in the game.
New, all opt-in and off by default
- FSR 4.1.1 fast shaders (
Fsr4FastShaders = exact | lossy), from
zgauthier2000's overrides. Faster mainly at 4K — little or no gain at 1440p or
1080p. RX 7000 / RX 6000 / handhelds. - Frame pacing in the Advanced tab, and it works without frame generation.
- Play Anywhere size control for the danielblnc runtime.
- Two image-quality controls for people who want to experiment.
Known, and deliberately not changed
A job that runs long with no counted fault, on a card that is not full, is
still left alone rather than stopping Neural Rendering. We have field reports
on both sides of that line and would rather be told than guess — if you see NR
stop with no explanation, please send a report.
Notes
- The download is about 100 MB larger than 0.3.5.5. That is entirely the
optional FSR 4 fast-shader files. - Neural runtimes: DLSS-NR on AMD by Daniel Blanco (danielblnc) —
https://github.com/danielblnc/DLSS-NR-on-AMD — and lmxxf by Kien (MIT). - © 2026 3zwr1 (AMDNR), GPL-3.0. See
Licenses/AMDNR_NOTICE.txt.
sha256 e952a9cedf3410d2b9a7597d9e71861fb3a69a945139a1c6b3eec293fbfd15a2