R10 fixes and verification limits
- Starfield crash to desktop with frame generation: the frame-generation Present no longer races a swapchain release on another thread. A Present refused while the swapchain is being released is retried once and otherwise dropped safely (reported as success, nothing presented) instead of using a released swapchain. The [FGPRESENT-REFUSED] log line now has a retried= field. Not yet confirmed in the game.
- Starfield, NR 0.8.0 not turning on with Pos1/Home: the FFX host feed for NeuralHub NR 0.8.0 is now preloaded only when the D3D12 upscaler is FFX (set in the settings, or chosen automatically on cards with FSR 4 support), and the preload no longer starts its own fallback FSR upscaler. Not yet confirmed in the game.
- Mochi (mochizuki 0.0.8.1 core): the separate component AMDNR-Mochi-0.3.5.8R10-component.zip carries the mochizuki 0.0.8.1 core, AMDNR's own forwarder (built by AMDNR from mochizuki's MIT sources; it is not an NVIDIA file) and the matching signed AMDNR worker. The main mod package carries the same worker. No NVIDIA DLLs or network weights are shipped; the launcher makes the weights on your PC from your own nvngx_dlssnr.dll 310.9.16. Not GPU-tested locally, because no local weights were available.
- Mochi users: stay on R10. Once this Mochi component is installed, Mochi will not start on R9: the R9 worker expects the older Mochi core and stops at start (exit 54). REPAIR while the game is kept on R9 (GO BACK or a kept R9 build) does NOT fix it, because it puts the R9 worker back. Update the game to the latest AMDNR (0.3.5.8R10), then use REPAIR if Mochi still does not start. Not reproduced yet.
- Microsoft Flight Simulator 2024 Anywhere (Magpie): the Insert menu opened once, then the device hung. The DX11 overlay now retires the old device's resources when Magpie rebuilds its device. Not yet confirmed in the game.
- Forza Motorsport 4 (Vulkan recompilation) heap-corruption crash (c0000374): replaced Vulkan features are now retired on the calling thread through a queue instead of a detached 2-second thread. Vulkan feature release follows the NGX release rules, and device changes, shutdown and Evaluate collect retired features. Not yet confirmed in the game.
- Gears of War: E-Day DLSS MFG stopping after a fullscreen toggle: Streamline plugin slots other than sl.common keep their pin when the library is freed from outside, and empty DLSS-G callbacks are refilled. New [AMDNR-R10-SL-FREE], [AMDNR-R10-SL-RECOVER] and [AMDNR-R10-SL-MISS] log lines. Not yet confirmed in the game.
- The Sinking City 2 (RX 9070 XT report): an FSR 4 request for the driver's provider, or a native FFX create that finds no provider, now goes through AMDNR's own routing instead of ending on FSR 2.1.2. New [NHUB080-FFX-DRIVERSR] and [NHUB080-FFX-NOPROVIDER] log lines. Not yet confirmed in the game.
- The Last of Us Part II (device hung at Present): the DXGI GPU spoof is off for tlou-ii.exe and tlou-ii-l.exe ([SPOOF-NIXXES]), repeated allocator log lines are throttled, and a device loss seen at Present now arms the inline-hang guard so the next start uses the async path. The crash is not confirmed fixed.
- Launcher 0.3.5.64 displays AMDNR 0.3.5.8R10 and fixes the Lab users count (the launcher now sends its own version and checks in every 5 minutes). Not yet confirmed on the live Lab page. The launcher is unchanged for the Mochi update: it already expects in the Mochi component.
These changes passed the production build, CPU regression tests (frame-generation present refusal: 100 checks; NR host feed: 28 cases), host contracts and a native startup fixture with Mochi off. None of them has been tested in an actual game for this release. Crash, pacing and image-quality fixes need fresh reports with COLLECT LOGS to be confirmed.
Retained features
AMDNR Neural controls, menu languages, SR/RR/FG separation, ReShade controls, FSR 4.1.2 and the separate Exact/Lossy experimental choices remain. Includes the earlier R4 swapchain/resize, FG completion and shader-preparation corrections, plus the October 29 OptiScaler FFX SDK 2.4/custom-provider, XeSS mask, BeamNG and XeFG detection updates. They are retained changes, not new performance claims.
Install / update
Close the game, update AMDNR Launcher to 0.3.5.64, then update AMDNR for the game to 0.3.5.8R10. The paired authored worker and launcher fixes are required; replacing only OptiScaler.dll does not apply all changes. Keep your selected runtime installed separately. Save settings and restart where requested.
For custom FG providers, place a compatible replacement DLL under custom/<name>/dlssg beside OptiScaler, select it in FG Nvngx / FG Nvngx Replacement, save and restart. If multiple DLLs are present, nvngx_dlssg.dll takes precedence. Provider availability does not guarantee compatibility with every game or GPU.
Use COLLECT LOGS after reproducing a problem. Include game, GPU, runtime/model, upscaler, FG and NR placement/interleave settings. For visual artifacts include a short moving-scene video. Send dumps privately.
Files
AMDNR-v0.3.5.8R10.zip: mod, paired authored worker, dependencies, licence notices and documentation.AMDNR-Launcher.exe: Launcher 0.3.5.64.AMDNR-Mochi-0.3.5.8R10-component.zip: separate Mochi (mochizuki 0.0.8.1 core) component with AMDNR's forwarder nvngx.dll_dlssnr.dll and the matching worker; no NVIDIA DLLs or weights.SHA256SUMS.txt: hashes of the published files.
Runtime and Anywhere packages remain separate. No NVIDIA DLLs or NR weights are included in this main mod package.
Known limits
These corrections address reproduced code defects; they do not certify every game or close every report.
- Phantom Blade Zero DLSS MFG pacing/timeouts remain under investigation. Neither the R5 directory-discovery fix nor the R9 DLSS-G MFG timing changes establish a pacing fix.
- S.T.A.L.K.E.R. 2 artifacts/ghosting require a controlled scene comparison and remain unresolved.
- F1 25's recorded R4 menu-theme crash is covered by the code correction; in-game acceptance and separate spoofing/driver crashes remain unconfirmed.
- Cyberpunk native FSR FG/AL2 and Phantom Blade Zero FSR FG need fresh R10 player confirmation. Flight Simulator and other game-specific failures remain under investigation.
- Long-session Darktide XeFG failures, foreground/background pacing, high-interleave latency, remaining ghosting and other game-specific reports are not claimed fixed.
- Launcher 0.3.5.63 and later stop the Anywhere exclusive-full-screen minimise loop; Metro Anywhere still needs player confirmation. The separate capture-host crash is outside this update. Existing Runtime/Anywhere packages stay separate.
- Loader paths involving unknown NVAPI callers and some FSR4/custom RDNA 2 capability paths, and worker deferred/concurrent/resize scenarios, are not fully qualified.
- No general FPS improvement, image-quality guarantee or new universal GPU compatibility claim is made. Stock FSR, Exact/Lossy and experimental options remain distinct.
Credits
DLSS-NR on AMD by Daniel Blanco (danielblnc) · lmxxf by Kien (MIT) · mochizuki by mochizuki0323 (MIT) · built on OptiScaler (GPL-3.0). HelixSR by lonewolf0622; TheAutomatic integration lineage; AMD FidelityFX, Intel XeSS and other dependency authors. Experimental shader overrides by zgauthier2000 (cyboman); see included licences. Copyright (c) 2026 3zwr1 (AMDNR). Not affiliated with AMD or NVIDIA.