AMDNR 0.3.5.8R11 Public View
Neural Rendering for AMD Radeon, built on OptiScaler. Paired launcher: 0.3.5.64.
Video
https://youtu.be/PGMeJsf4utY — existing 0.3.5.8 overview, not an R11 validation video.
Fixes
- Cyberpunk 2077 and Dying Light 2 (RX 9070 / RX 7700 XT): reports showed a stack-overflow crash (C00000FD) inside a third-party _nvngx.dll that AMDNR loaded and hooked while the game was still starting. AMDNR now skips that early NGX load unless something actually needs it: an NVIDIA GPU, DLSS enabled, AmdSrModel=L, NeuralHub, an explicit NvngxPath, ForceDlssSr or ForceDlssRr. An unrelated _nvngx.dll is no longer hooked at start. The log shows a [NGXPROVIDER-EAGER] line when the load is skipped, and names any _nvngx.dll or nvngx.dll found beside the game. That this recursion caused the crash is not proven. Not yet confirmed in the game.
- Red Dead Redemption 2 (rdr2.exe, playrdr2.exe): with XeFG selected as the frame generation output, reports showed a crash while the swapchain was created (RDR2.exe+0x13697D) or no generated frames. On DX12, XeFG now runs as FSR FG for the session; OptiScaler.ini keeps 'xefg'. Set [XeFG] AllowOnThisGame=true to get XeFG back. The Vulkan renderer is not affected and does not gain FSR FG. The cause is not isolated to XeFG. The log shows [XEFGRDR2]. Not yet confirmed in the game.
- Cyberpunk 2077 (RTSSHooks64.dll_unloaded) and Farming Simulator 25 (gameoverlayrenderer64): AMDNR now keeps the RivaTuner and Steam overlay hook DLLs loaded when they own a frame generation swapchain function that AMDNR is about to hook. This is a precaution, not a proven root fix. The log shows [HOOKPIN]. Not yet confirmed in the game.
- Cyberpunk 2077 on Proton: on dxvk / vkd3d-proton the AMDNR menu was never drawn and its key did nothing. On Wine/Proton the menu is now drawn from the DXGI side, and never twice. To turn this off, add AMDNR_PROTON_DXGI_MENU=0 to the Steam launch options; [Menu] OverlayMenu=false still hides the menu. The log shows [PROTON-MENU]. Not yet confirmed in the game.
- NeuralHub 0.8.0 (Townfall report, and a Goingforgoal Anywhere report in Magpie): turning on NeuralHubEnabled alone used to start the 0.8.0 host. In Magpie, an idle host took Magpie's own FFX creates, which then failed (create failed 4). The host now starts only when NR is selected on it or a hosted SR, RR or FG is requested. Leftover host keys are switched off for that session only; the ini is not changed. The log shows [NHUB080-GATE]. Not yet confirmed in the game.
- NeuralHub 0.8.0 start fallback (God of War Ragnarok and Townfall reports): if the previous start died inside the host start, AMDNR now skips the host on the next start (the game's own upscaler is used and NR is off) until Daniel 0.8.0 is picked again in the menu. The menu explains why. The marker is [AMDNR] StartPending in neuralhub.ini; set [AMDNR] StartFallback=Off to turn the skip off. The log shows [NHUB080-FALLBACK]. Not yet confirmed in the game.
- NeuralHub 0.8.0 menu (Townfall report): switching from 0.8.0 to another NR runtime, upscaler or FG now releases the host keys for the next start when nothing else needs them. The running session is not changed. Not yet confirmed in the game.
- NeuralHub 0.8.0 startup probes (God of War Ragnarok report): the startup probe and an NGX probe made from Streamline startup could run at the same time. They now run one after the other, with a time limit on the wait. The log shows [NHUB080-PROBE-SERIAL]. Not yet confirmed in the game.
- FSR version pins (Control, and Cyberpunk 2077 on Proton): a pinned FSR version that is not listed or not available used to drop the game to FSR 2.1.2 on every start. The automatic pick is used instead and a notice says "FSR X is not available here; running FSR Y instead"; the ini keeps the pin. A "3.1.x" request now matches any shipped 3.1.x (for example a launcher 'FSR 3.1.5' pin against a shipped 3.1.6). With NeuralHub, a launcher pin the provider lacks also forced the fallback on every start; picking a generic FSR entry in the NeuralHub list now releases that pin for the next start. Not yet confirmed in the game.
- Phantom Blade Zero with NeuralHub 0.8.0: an SR request with dlssd saved and the host ready is now created as DLSS SR, and falls back to DLSSD if that is refused; the saved ini stays dlssd (log: [NHUB080-SR-ROUTE]). For RR on one map, the disocclusion mask is now cropped to the render size under DLSSD + NeuralHub 0.8.0 (log: [NHUB080-RR-GUIDE-EXTENT]). Whether this stops the RR job resets is not proven. Not yet confirmed in the game.
- S.T.A.L.K.E.R. 2: two running copies of the same game, both with NR next to FG, caused a driver timeout (TDR) and then a hard freeze. Now only the first copy builds NR. The second copy runs without NR, shows a message, and gets NR back after the other copy exits. The log shows [NR-ONE]. Not yet confirmed in the game.
- lmxxf ghosting: with lmxxf fresh-only (Classic carry off), pixels the guard refuses are now filled from the current frame's prior instead of the raw image with no edit. This is on by default; set [DlssNr] AmdLmxxfFreshPrior=false for the old behaviour. The shader compiles in the background and the old mode runs until it is ready. The log shows [LMX-FRESH-PRIOR]. Not yet confirmed in the game.
- lmxxf Model B (opt-in): [DlssNr] AmdLmxxfModelBFreshOnly=true makes Model B use Model A's fresh-only delivery, to compare ghosting. The default is unchanged. The log shows [LMXB-FRESH]. Not yet confirmed in the game.
- Cyberpunk 2077 menu theme: a swapchain colour-space change on the game's thread no longer touches the menu directly; the menu applies its theme on its next frame. This is the same kind of crash as the R5 menu-colour crash. The log shows [MENU-THEME-DEFER]. Not yet confirmed in the game.
- Cyberpunk 2077 AMD driver extension: the FSR 4 driver provider now refuses calls with missing arguments instead of using them. A provider update with no provider data returns an error, and a wave-matrix count query with null pointers answers 1 without writing anything. The log shows [AMDEXT-NULLARG]. Not yet confirmed in the game.
- Resident Evil 4 (re4.exe): the notice now says the game's own FSR 2 must be turned OFF before using the REFramework TemporalUpscaler. The log shows [RE4-OWN-FSR2]. The notice has not been shown in the startup test or in a game yet.
- Diagnostics only (no behaviour change; these only add log lines):
- Resident Evil 4 shimmer: [SR_INPUTS-SIZE] when the motion vector, depth or colour input is smaller than the declared size; the SR_INPUTS lines now include colour.
- Assassin's Creed Shadows (neuralhub_host 0xC0000409) and Gears of War: E-Day (DLSS FG x3 stutter, x4 freeze): [NHUB080-DEVICE-REMOVED] now reports owner=present, plus new [AMDNR-R11-MFG-PRESENT-DIAG] lines, an Anti-Lag 2 tag history, and re-armed DLSSG-PHASE and copy-observe logging.
- S.T.A.L.K.E.R. 2 "resorts to FSR 3": [NHUB080-SR] explains why the NeuralHub host is in passthrough.
- lmxxf / Mochi ghosting: [NR-CARRY] names the NR runtime, model, carry, interleave and placement.
- OakGame, Aniimo and Magpie (amdxc64 C0000409): [AMDEXT-IID] logs each interface ID requested through the AMD extension, before a driver fast-fail.
- TEKKEN 8: the existing [AMDEXT-CREATE-FAIL] line now shows pOuter, caller and count, and is rate-limited.
- Cyberpunk 2077: [FFX-CREATE-TID] for the first 32 game creates, and a thread ID on the "[CREATE] FFX CreateContext" and IAmdExtFfxApi lines, to match the tid= in amdnr_crash.log.
- Forza Horizon 6 (fakenvapi used as the main nvapi only): [NVAPI-QI] lists the interface IDs the game asks for and [NVAPI-NULL] those that return nothing. Limited in count; return values are unchanged.
- The Last of Us: [SL-BACKUP-PLUGIN] warns once when a backup-named Streamline file (for example sl.common.bak.dll) is being loaded as a plugin. The load still goes ahead; Steam verify and Repair clear it.
- Red Dead Redemption 2 at 1080p in a small window: the existing swapchain-create line now includes the requested size, format, flags, windowed state and the window's client size.
- Smaller stability and logging fixes: a crash dump is now taken for integer divide-by-zero / overflow (C0000094 / C0000095) inside AMDNR under any proxy name (Crysis 2 Remastered report; the faulting spot is still unknown); [GPU-PROBE] begin and end lines around the startup GPU probe (S.T.A.L.K.E.R. 2 startup hang); the Red Dead Redemption 2 XeFG redirect is limited to DX12; the version string is now 0.3.5.8R11. Not yet confirmed in the game.
- The 12 FSR4Fast DLLs in this package are now AMDNR-signed; OptiScaler accepts both the released and the AMDNR-signed copy of each (matched by size). The Mochi worker accepts both the released and a future AMDNR-signed core and forwarder. The launcher is unchanged (0.3.5.64).
- Mochi (mochizuki 0.0.8.1 core): AMDNR-Mochi-0.3.5.8R11-component.zip carries the same core and AMDNR forwarder nvngx.dll_dlssnr.dll as R10, with the new signed worker. Going back to AMDNR 0.3.5.8R10 should keep Mochi working (checked by reading the code, not reproduced). Going back to R9 still stops Mochi at start (exit 54), and REPAIR while the game stays on R9 does NOT fix it: update the game to the latest AMDNR, then use REPAIR. Not reproduced yet. No NVIDIA DLLs or network weights are shipped. Not GPU-tested locally, because no local weights were available.
- Launcher 0.3.5.64 is not rebuilt for R11, so its top bar and start screen still say "AMDNR 0.3.5.8R10 Public View". This is expected: updating AMDNR for a game installs 0.3.5.8R11.
These changes passed the production build with no new compiler warnings, three AMD host contract suites, and a native startup test of the exact signed DLL with NR and FG off. Because NR, FG and NeuralHub were off in that test, the NeuralHub, SR input and frame generation log lines were not reached. None of these changes 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 0.3.5.8R11. 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-v0.3.5.8R11.zip: mod, paired authored worker, dependencies, licence notices and documentation.AMDNR-Launcher.exe: Launcher 0.3.5.64.AMDNR-Mochi-0.3.5.8R11-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.
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.