github 3zwr1/AMD-NR---OptiScaler Alpha0.3.5.5R4
AMDNR-v0.3.5.5R4

7 hours ago

AMDNR 0.3.5.5R4 + Launcher 0.3.5.12 — your bug reports, fixed

Video →https://youtu.be/qVRxM-y2OPI

This is a fix release: every item comes from a report you sent through COLLECT LOGS on 12–13 October and was diagnosed
from that report's own logs or crash dumps. No new features, two new settings, and two measured speed/quality changes.

Update from the launcher (MORE → UPDATE, or let the in-game prompt do it). Fresh install: download both files below.

Crashes and hangs

  • XeFG frame generation crashed at start-up (The Witcher 3 and others on RX 9000) — Intel's library was initialised twice for two windows; fixed.
  • Forza Horizon 5 froze on start / The Witcher 3 crashed in slInit — a Streamline plugin hook could call a missing original; fixed (same class as the Endfield fix in 0.3.5.4).
  • Lies of P and others crashed on RX 6000 when switching to FSR 3.X with the fast FSR 4 files — wrong FSR entry taken; fixed.
  • VaM (DirectX 11, no upscaler) crashed with frame generation on — the DX11→DX12 bridge now opens only when there is an upscaler to hook.
  • Dark Souls II (Lighting Engine) showed two black windows with FG — the refused FG bridge is now taken down cleanly.
  • Red Dead Redemption 2 (DX12) died on alt-tab with FSR FG under HDR — fixed like RDR.
  • GTA V Enhanced crashed about a minute after NR started (danielblnc runtime, inline) — the inline-hang marker is now written from AMDNR's own evidence, so the next start does not repeat it.
  • Microsoft Flight Simulator 2024 died ~20 s after start with frame generation on — AMDNR's preserved FG swapchain kept the window while the game created its own; fixed. A second MSFS crash (Streamline evaluating through an NGX table it had asked us to destroy) is fixed too: the table is retired, never freed.
  • Dragon's Dogma 2 ran at 6–11 fps with "1 pass" — danielblnc's runtime logs under the game's _storage_ folder on RE Engine, so AMDNR never saw the failed job; the log is now read where it is written, and a TDR record needs a real failed job (and expires after 7 days).
  • danielblnc "not working" with Async=1 in his ini — under AMDNR that mode completed exactly 3 jobs and then nothing, silently. AMDNR now keeps same-frame and says so ([DlssNr] AmdDanielAsync=true lets async through).

Menus and notices

  • Resident Evil 2/3/4/7/Village, GTA V Enhanced, DMC5, SF6: frame generation hid both AMDNR's menu and REFramework's; it is refused there with a notice ([Menu] OverlayMenu=true overrides). The menu-key notice covers the REFramework Temporal-Upscaler setup and the "NR runs but no swapchain of ours" case (Helldivers 2).
  • RDR2 "says Vulkan": the hover explains the game's Safe Mode reset.

Picture

  • Blurrier than danielblnc's standalone (RX 9000): the stability blend now steadies the picture's base only and the frame keeps its own detail — [DlssNr] AmdDanielLookStability = detail (default) / true (0.3.5.5R3) / false (none).
  • The Last of Us Part II flickered with danielblnc + Model interleave: frames whose list the engine submits late were shown raw between edited ones; they are now filled with the carried edit.
  • Uncharted green flashlight reflections, RenoDX colours moving with the camera, skin tones drifting (danielblnc): his runtime is handed the game's exposure texture again (safely) instead of its own unbounded estimate — [DlssNr] AmdDanielExposureSource = auto | runtime | host — and the highlight guard is on by default, as lmxxf's always was. Please A/B auto vs runtime if a picture looks wrong and send the report.
  • NVIDIA look on RX 9070 class (lmxxf): a 1440p frame is now fed to the network at its own size by default (measured 45.5 dB against NVIDIA's own 1440p frame instead of 35.4; about +8 ms). [DlssNr] AmdLmxxfTierCap=1080 takes the 1080 tier back.

Speed

  • RX 7000 and Z1 Extreme handhelds (lmxxf): the measured b1/b1p kernel stacks ship — same picture bit for bit on an RX 7800 XT and a ROG Ally across two test rounds, 3–4% less network time. Z2 Extreme / Strix keep the previous set until measured.
  • Dragon's Dogma 2 stutter after the game's menu (danielblnc staging rebuild) — one idle moment instead of a per-frame wait.

Logs

  • [Log] LogToFile=auto now means on (many reports had no OptiScaler.log). Every fix writes one tagged log line so the next report shows which rule ran.

Launcher 0.3.5.12

  • AMDNR Anywhere stays up as long as the game runs — no three-minute stop, no return cap; alt-tab keeps it running and the game is brought back to the front.
  • The launcher names the card that is actually in the PC (an RX 9070 XT was shown as "RX 560/580" after a DDU/reinstall): adapters from DXGI first, the registry only as a fallback.
  • ASK AI one-click fixes; RE2/RE4 libxess.dll placed beside PDPerfPlugin.dll; a no-upscaler game asks before an in-game install; proxy name never one the exe does not load; COLLECT LOGS bundles rotated logs and Cyberpunk's crash reports; smaller hero, logo sized to the tabs.

Runtimes: DLSS-NR on AMD by Daniel Blanco (danielblnc) — shipped with his permission and prominent attribution; lmxxf by Kien (MIT). AMDNR © 2026 3zwr1. Licences and notices are in Licenses\.

Known limits: danielblnc's same-frame mode costs ~40 ms per job at 1712x960 on an RX 7800 XT — on RDNA 3 use lmxxf. The RDNA 3 pak change is proven by hash on the test kits, not yet by a player report: if NR refuses to start on an RX 7000 / Ally, send COLLECT LOGS first.

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