AMDNR 0.3.5.5R3
Video → https://youtu.be/VmbYDjL3MhY
A fix release. Three of these were defects in 0.3.5.5R2 that players were
hitting today, so update even if R2 has been fine for you.
This is a revision of 0.3.5.5 — in-game installs will offer it as an update.
Games that would not start, or would not show a menu
- Dark Souls II crashed at launch. A frame-generation bridge that could not
build its swapchain left the game with a null command queue instead of simply
carrying on without FG. - RE Requiem would not launch and AC: Black Flag flickered — one cause:
a frame-generation swapchain we keep past its last release was not recorded. - GTA V Enhanced and seven RE / DMC / Street Fighter 6 titles draw our menu
on the upscaled picture, so before the game is upscaling there is no surface
to draw on and the menu key did nothing. Pressing it twice now answers with a
window that explains what to set, and says plainly that Neural Rendering
starts switched off and needs turning on.
Neural Rendering switching itself off
- It stopped on a fault that never happened. We were counting the neural
runtime's own same-frame wait giving up as a display-driver reset. One slow
job in a two-hour Silent Hill 2 session was enough: NR went off for the rest
of the session and two files were written that changed the next launch, while
Windows had logged no driver reset at all and every job had completed. - Your Neural passes were being lowered without a word. The cost gate priced
every lmxxf session as though it fed a 1920x1080 network, even when the session
was capped far below that — a 3.5x overstatement on a capped card. The menu
said 3 passes, the game ran 1. - A wall-clock deadline is no longer read as danielblnc's runtime stopping, and
the marker it writes now has a way back.
Picture
- danielblnc runs the temporal pass again under the NVIDIA look.
- Ray Regeneration: the crease line, and blurred right and bottom edges, from
guides at render size being read against a colour buffer at output size.
Handhelds (Z1 / Z2 / 700M / 800M)
-
The one-pass clamp is retired — a handheld runs the passes you ask for.
-
The automatic NR network size moves from 360 to 576, so the neural edit is
actually visible on a handheld screen. It is a default, not a ceiling:
[DlssNr] AmdLmxxfTierCapstill wins if you set it.These are changed defaults, not a measured speed-up — we have no current
timing on real handheld hardware. Watch the cost figure in the Neural tab and
lower NR resolution if your frame rate suffers.
Smaller things
- A ~1 second freeze when switching the neural pass is gone from the render thread.
- A XeLL that will not attach no longer costs you frame generation.
- The log says when Neural Rendering ran, and stops printing lines that read as faults.
- Everything AMDNR remembers about a game can now be listed — and forgotten.
- Anywhere: Restore Defaults now restores everything the page writes; the menu
no longer tells you to "enter the game" you are already in; the one row that is a
note is told apart from the rows that are controls. - The danielblnc VRAM ledger under-reported; corrected to 85 MB at 1440p.
- A header mark at 18x22, and
[Menu] ShowMenuLogoto turn it off.
Launcher 0.3.5.11
- Community Lab — share a setup laid out like the in-game menu, with Anywhere
layouts, Name#tag, covers and search. - Ask AI and Help > FAQ.
- Use an earlier version — this was hidden for anyone on R2, because the
version comparison read "0.3.5.5R2" as a pre-release of 0.3.5. - Add a game manually, and a way to move a game the scanner misread from
Anywhere into your library. - UI scale. Install in the game anyway. An Anywhere screenshot line.
Credits
Neural runtimes by Daniel Blanco (danielblnc) and Kien (lmxxf, MIT).
Fast FSR 4 shaders by zgauthier2000 (cyboman), GPL-2.0-or-later.
Frame generation groundwork by Nukem9 (dlssg-to-fsr3, GPL-3.0).
Built on OptiScaler. See Licenses/AMDNR_NOTICE.txt.
Do not use in multiplayer games.