R14 fixes and verification limits
- The version string is now 0.3.5.8R14.
- D3D12 resource tracking overhead when FGHUDFix is off (FPS regression investigation): in R11-R13,
ResTrack_Dx12::GetOrCreateBindingStateleft_bindingTrackingEnabledactive wheneverFGInputwas set toUpscalereven whileFGHUDFixwas off (the default), so everySetGraphicsRootDescriptorTable,SetComputeRootDescriptorTableandOMSetRenderTargetscall took the command-list binding mutex before returning early. R14 skips creating or maintaining binding state whileFGHUDFixis off, matching the 0.3.5.5 fast path. WhenFGHUDFixis turned on, HUDless resource tracking runs as before. Not yet confirmed in a game. - Phantom Blade Zero and Black Myth: Wukong crash at
neuralhub_host.dll+0x3410(SymEnumTypes) when RTSS (RTSSHooks64.dll) is loaded: when NeuralHub 0.8.0 starts andRTSSHooks64.dllis present in the process (or[Hotfix] SkipHostDbgHelpSymEnum=1is set), AMDNR installs an in-process guard ondbghelp!SymEnumTypes/SymEnumTypesWandSymFromAddrthat returns empty/not-found to callers insideneuralhub_host.dllwhile passing calls from AMDNR's crash handler and other modules through todbghelp.dll([NHUB080-RTSS-DBGHELP-GUARD]). Also adds a per-session host crash counter so a crash later in the session (afterStartPendingcleared) is recorded for the next launch. Not yet confirmed in the game. - Microsoft Flight Simulator 2024 FG switch and resize stability (
[MSFS2024-FGSWITCH]): before handing a preserved game swapchain back during an FG transition or release, AMDNR waits on the swapchain command queue (bounded 2000 ms timeout) so in-flight GPU work finishes before release, and avoids releasingSwapChaina second time afterReleaseSwapchain()already freed it. Adds[MSFS2024-FGSWITCH]breadcrumb logs across swapchain release, resize and destructor paths. Not yet confirmed in the game. - Crysis 2 Remastered DXGI positive status codes (
DXGI_STATUS_OCCLUDED/DXGI_STATUS_MODE_CHANGED/DXGI_STATUS_CLIPPED): wrapped factoryCreateSwapChain,CreateSwapChainForHwndandCreateSwapChainForCoreWindow, along with FG swapchain creation sites, now checkSUCCEEDED(hr)instead ofhr == S_OKso a valid swapchain returned with a positive DXGI status is wrapped instead of left unwrapped. Present logs positive DXGI statuses at most once per status code ([CRYSIS2-DXGI-STATUS]). Not yet confirmed in the game. - The Witcher 3 Streamline log spam and FG readiness diagnostics:
slGetNewFrameTokenandslSetConstantslog lines are rate-limited to the first 3 calls and once every 30 s ([WITCHER-SL-SPAM]), and reset when a new swapchain is created. When FG stays inactive,[WITCHER-FG-NOT-READY]logs a throttled diagnostic line naming the blocking gate (fgDisabled,targetNotMatched,noFgSwapchain,contextInactive,waitingReset,noHudlessOrInterp), and[WITCHER-DLL-INVENTORY]logs the game folder's NVNGX/Streamline DLL inventory once at startup. Not yet confirmed in the game. - Forza Horizon 6 Neural Rendering diagnostics (
[FH6-NR]): when NR is selected on an upscaler path without a hookable NGX provider,[FH6-NR-DISCOVERY]logs the upscaler path and whether NR was armed directly,[FH6-XESS-SEEN]logs the firstxessD3D12Executecall on the XeSS path, and[NHUB080-NR-UNFED-FIRST]logs the first unfed NR frame after 120 frames instead of waiting 300 frames. Note on Delta Force reports: in the Delta Force lobby (HandleId: 1000001), the game submitsdepth=0x0(Depth not exist!!) on every frame, so Neural Rendering cannot run in the lobby (this upscaler call carried no depth) and activates only inside a 3D match/range where the game supplies a depth buffer. - Gears of War: E-Day MFG x3/x4 stall watchdog v2 and per-stage frame timing: refines the R13 Anti-Lag 2 MFG stall watchdog (
[GOW-MFG-STALL-V2]) with configurable[Hotfix] MfgStallWatchdog(defaultauto),MfgStallThresholdMs(default120) andMfgStallAutoCapX2(defaulttrue), logging[GOW-MFG-STALL]/[GOW-MFG-AUTOCAP-X2]when three 120 ms+ stalls occur within 4 s at MFG x3/x4. Adds[GOW-PERF-STAGE]periodic summary logging (srUs,nrUs,fgDispatchUs,presentRealUs,presentGenUs,frameWaitUs) every 300 frames and[GOW-PERF-SPIKE](throttled to 1/s) when a frame exceeds 50 ms. Not yet confirmed in the game. - STAR WARS Jedi: Survivor startup toast gating (
[JEDI-TOAST-GATE]): suppresses the false"DLSS failed to initialize: the AMDNR host is not running"startup warning whenNeuralHub080is not enabled in settings or when the game is still in its startup grace window (first 300 frames andNvngxInited == false), while keeping real host crash/fallback warnings intact. Not yet confirmed in the game. - Launcher 0.3.5.69 and settings:
- COLLECT LOGS third-party module classification (
[R14-THIRDPARTY]):Report.werandevents.txtfaults in third-party overlays and hooks (RTSSHooks64.dll,EOSOVH-Win64-Shipping.dll,DiscordHook64.dll,GameOverlayRenderer64.dll,SpecialK64.dll,reshade64.dll) are now classified separately from AMDNR and game modules, andneuralhub_host.dll+0x3410withRTSSHooks64.dllloaded gets targeted RTSS guidance. - Per-GPU Frame Generation hints (
[R14-GPUHINT]): adds hardware-tier guidance in the Frame Generation UI for RDNA 2 (RX 6000), RDNA 3 (RX 7000), RDNA 3.5 (Radeon 800M) and RDNA 4 (RX 9000), warning whenx3/x4Multi-Frame Generation is selected on GPUs or titles wherex2is recommended.
- COLLECT LOGS third-party module classification (
- Mochi: the Mochi worker in this package and AMDNR-Mochi-0.3.5.8R11-component.zip are unchanged from R11 (the component stays on the Alpha0.3.5.8R11 release). No NVIDIA DLLs or network weights are shipped.
- Not fixed in R14 (please keep sending COLLECT LOGS):
- lmxxf Model A ghosting / trails: not fixed and no cause shown. If you see trails, send a short clip plus COLLECT LOGS and say which model you use and whether NR is in-game or via Play Anywhere.
- Gears of War: E-Day DLSS FG x3 stutter / x4 freeze compared with R5: not shown to be fixed; send COLLECT LOGS from an x3 or x4 session (look for
[GOW-MFG-STALL]and[GOW-PERF-STAGE]). - Mochi can be slower than the frame time on a scene (
[MOCHI-ASYNC] output pending after 16 ms). That is speed, not a setup error, and R14 does not change it. - Cyberpunk 2077 lag on RX 9060 XT: needs a log from a lagging session with ReShade and BFI off.
- Crimson Desert red tint in dark rooms (NeuralHub 0.8.0): try Tone strength, NR style Natural, Tone curve and Black lift on the 0.8.0 page (workarounds, not a fix).
- Resident Evil 4 Remake: frame generation freezing the game / PC, and NR with frame generation when the game has no DLSS FG: cause not shown; send a report from the same session.
- "DLSS 0.0.0" in the overlay is cosmetic: there is no nvngx DLL on AMD to read a version from.
- Still open from R12/R13: Stalker 2 NR noise/grain (turn NR off or lower strength); Battlefield V (send one log with spoofing off and one with it on); Farming Simulator 25 (check whether it fails without AMDNR); Forza (Store/UWP builds may block injection).
- Advice only: Delta Force (NR cannot run in the lobby because the game sends no depth buffer there; test inside a 3D match), Black Myth: Wukong (if
neuralhub_host.dllcrashed in a previous run with RTSS, R14 guardsSymEnumTypesand you can re-select Daniel 0.8.0 in the menu), GTA V Enhanced, The Witcher 3, Mad Max, Clair Obscur on Linux, ETS2.
- Left out of R14 on purpose:
- A Model A fix (a host-side hold that refuses stale pixels): rejected for now because there is no evidence it helps and it would change quality for every Model A player.
- HelixSR 3.1.0 (Model E from 3.1.0 and the HelixSR runtime): built and unit-tested only, never run in a game, no launcher UI yet, licence use not confirmed. Model E stays on HelixSR 2.0.0.
- Same-frame NR (testers only, off by default, unchanged since R12) for native DX12 games and Mochi: not built yet.
- Mochi on RDNA3, RDNA3.5, RDNA2 and handhelds, and a Mochi shader mode: not started.
- Signed Mochi core and forwarder, and the signed Mochi model extractor: not in R14.
- The antivirus warning on AMDNR's server address: not fixed in R14.
These changes passed the production build with no new compiler warnings (967 exports, the same as R13) and a native startup test of the exact signed DLL (17 cases) with NR, FG and NeuralHub off and same-frame NR not set, so the NR, same-frame, NeuralHub and frame generation log lines were not reached. All 17 pure rule test suites (920+ checks) passed without a GPU; the code that applies them inside the DLL was compiled but never run in a game. Launcher 0.3.5.69 passed its test suites (Core 4003, App 1109). The AMD host contract suites were not re-run for R14. 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.
Previous release: R13 (0.3.5.8R13, Launcher 0.3.5.68)
- The version string is now 0.3.5.8R13.
- danielblnc inline hang fallback (Red Dead Redemption 2 DEVICE_HUNG, Gears of War: E-Day danielblnc reports): when danielblnc-inline-hang.txt exists for the game (in %LOCALAPPDATA%\AMDNR\settings<exe>), AMDNR no longer starts danielblnc in its inline (same-frame wait) mode again; the Neural tab status and amd_presr.log say why ([INLINEHANG-FALLBACK]). The marker only counts when this AMDNR build wrote it, so an update gives one more try. AMDNR never deletes the marker itself; delete the file to try inline again. It is ON by default; [DlssNr] AmdInlineHangFallback=false goes back to advice only, and an explicit Inline=1 or Async=0 in danielblnc's ini is respected. Not yet confirmed in the game.
- Play Anywhere (32-bit games such as Far Cry 3): inside the capture host only, when the NR network needs longer than one host frame and Passes is above 1, the host runs Passes=1 for the rest of the session (runtime only, your ini is not changed) and logs [ANYWHERE-PASSES] once. Each stats window also logs a host [LMX-GHOST] line (repeated/held frames, picture age, history resets). The in-game path and Model B are unchanged. Not yet confirmed in the game.
- Mochi (Phantom Blade Zero): after you change the NR scale, the old Mochi worker could end with a non-zero exit code and the host then kept Mochi off for the rest of the session. Now only a worker that does not end in time counts as a failure; a non-zero exit is logged as [MOCHI-RESIZE] worker ended with exit code ... and a new worker starts. Why that worker exits non-zero is not known. Not yet confirmed in the game.
- Metro (metro.exe): AMDNR no longer raises the D3D11 feature level for metro.exe (SkipD3D11FeatureLevelElevation), and the log shows the first D3D11CreateDevice calls. This is a mitigation attempt for a crash at metro.exe+0x831B95 / +0x831E55: there was no stock-game control run and no crash dump, so it is not proven to help.
- Gears of War: E-Day x3/x4 stall step-down (an experiment, ON by default): in the logs we have, the real Present blocks for about 200 ms on the 3rd present of an x3 batch while Anti-Lag 2 types the presents. The cause is not shown, so this only tries one thing. When 3 such stalls of 120 ms or more happen within 4 s at MFG x3 or above, AMDNR lowers the Anti-Lag 2 frame type tags from full to first-only, and after 3 more stalls to none, and logs [AMDNR-R14-AL2-STEPDOWN]. It starts again at full when the game changes its DLSS frame generation request. x2 and below, and sessions without Anti-Lag 2, are unchanged. [Hotfix] Al2MfgTagAutoStepDown=false keeps the fixed full tags as in R12. [Hotfix] DiagAl2MfgTagMode (1 = first only, 2 = off) pins a level and wins over the step-down. [AMDNR-R13-AL2-TAGS] logs the tags in use. [FIRST-EVAL] begin/end lines are logged around the first FSR dispatch and [FIRST-EVAL-STALL] after 10 s, so a hang can be told from a crash. Whether this helps is not proven, and what dropping the tags does to Anti-Lag 2 is not tested.
- NR not fed (Forza Horizon 6 report): the log now follows [NHUB080-NR-UNFED] with one [NHUB080-NR-UNFED-WHY] line naming the condition that fired. The overlay's NR segment reads "enabled - not fed in this session" and the hotkey toast says "NR is not fed in this session"; the old wording named a cause that was false for 3 of the 5 reasons. Diagnosis and wording only; no fix is claimed.
- Log changes only: the "Frame count jumped too much" warning is logged for the first 8 jumps, then at most once per 5 s with the number skipped. The Wine/Proton text explains a missing amdxcffx64.dll, and the toast for FSR-RR on Super Sampling is clearer. [NR-CARRY] (Model A) also logs passes= and jitterSign=, and the stats line's fill word names the carry that really ran. Behaviour is the same as before.
- Launcher 0.3.5.68 and settings:
- GPU detection: on a PC with an AMD integrated GPU and an NVIDIA card, the NVIDIA card is now the detected GPU and is shown by name (before, only the integrated GPU showed). Not tested on a real hybrid PC. The wording for non-AMD cards is unchanged: it still says Neural Rendering needs an AMD card, and whether NR runs on NVIDIA without a runtime is not verified.
- Wine/Proton: the GPU label comes from the PCI id when Wine's DXGI list has no matching adapter (Nobara report).
- Detection: anti-cheat markers are searched up to 3 parent folders up; a Call of Duty game raises the Ricochet rule, and outdated Call of Duty installs are not offered the update (the Doctor says to uninstall AMDNR from that game). A speed-hack DLL (for example TrSpeedHack) next to the proxy gets a gate note for multiplayer titles and Battlefield V. d3d12.dll beside d3d11.dll with no D3D12 device evidence reads "DirectX 11/12 (mixed imports)". MO2/usvfs and DODI-style repack folders (storage, .v38) get a note, and REFramework is also found in storage\dinput8.dll.
- TRY NEXT PROXY: dbghelp.dll is offered last and only with a warning. It stops when the last two crashes share a module and offset across different proxy names, names them and suggests the baseline test. Faults in shared system modules (ntdll, KERNELBASE and similar) no longer count as the same fault.
- COLLECT LOGS: "AMDNR in the game: loaded" follows the session whose log shows it loaded, and says it is proven only for that earlier session when the last run is another process. The sessions line names the process id per file. The proxy-change history comes from amdnr_crash.log START lines only. The rotated OptiScaler log is filtered before the three newest are kept. The report shows the inline-hang marker and ReShade / BFI files. The runtime inventory ignores linked parent folders of the game folder.
- Per-title advice: Gears of War: E-Day (Steam) recommends NeuralHub 0.8.0 over 0.6.0 as a recommendation only (x2 advised; x3/x4 stutter under investigation; no default changed). Metro Redux asks for a stock-game test before you report.
- Repack wording (RE Requiem .v38): the pre-install note says "once AMDNR is installed", and the crash note says AMDNR "may have been loaded"; AMDNR is neither cleared nor blamed.
- Mochi: the Mochi worker in this package and AMDNR-Mochi-0.3.5.8R11-component.zip are unchanged from R11 (the component stays on the Alpha0.3.5.8R11 release). The resize fix above is in the host DLL, not the worker. No NVIDIA DLLs or network weights are shipped.
- Not fixed in R13 (please keep sending COLLECT LOGS):
- lmxxf Model A ghosting / trails: not fixed and no cause shown. R13 only adds log text for it. If you see trails, send a short clip plus COLLECT LOGS and say which model you use and whether NR is in-game or via Play Anywhere.
- Gears of War: E-Day DLSS FG x3 stutter / x4 freeze compared with R5: not shown to be fixed. The step-down above is an untested experiment; please send COLLECT LOGS from an x3 or x4 session (look for [AMDNR-R14-AL2-STEPDOWN]). The spoof A/B test is still to be done.
- Mochi can be slower than the frame time on a scene ("[MOCHI-ASYNC] output pending after 16 ms", then the next frame resets history). That is speed, not a setup error, and R13 does not change it.
- Cyberpunk 2077 lag on RX 9060 XT: needs a log from a lagging session with ReShade and BFI off.
- Microsoft Flight Simulator 2024: needs the exact error text or a screenshot.
- Crimson Desert red tint in dark rooms (NeuralHub 0.8.0): the 0.8.0 host is a separate runtime. Its page has Tone strength, NR style (Natural keeps closer to the game's colour), Tone curve and Black lift. These are workarounds, not a fix. Not reproduced here, and no AMDNR cause was found in the code we checked.
- Resident Evil 4 Remake: frame generation freezing the game / PC, and NR with frame generation when the game has no DLSS FG: cause not shown; send a report from the same session.
- "DLSS 0.0.0" in the overlay is cosmetic: there is no nvngx DLL on AMD to read a version from.
- Still open from R12: Stalker 2 NR noise/grain (turn NR off or lower strength); Battlefield V (send one log with spoofing off and one with it on); Farming Simulator 25 (check whether it fails without AMDNR); Forza (send the log; Store/UWP builds may block injection).
- Advice only: GTA V Enhanced (use its own FSR/DLSS, no other injectors), The Witcher 3 (verify files, use the game's upscaler setting), Mad Max (no native DLSS/FSR: use only frame-level features, or remove AMDNR), Clair Obscur on Linux (use the game's FSR), ETS2 (AMDNR does not upscale it; the reported crash was in another mod's dxgi.dll).
- Left out of R13 on purpose:
- A Model A fix: a host-side hold that refuses stale pixels was designed and rejected for now (no evidence it helps, and it would change quality for every Model A player). It stays a candidate for a later release.
- HelixSR 3.1.0 (Model E from 3.1.0 and the HelixSR runtime): built and unit-tested only. It was never run for real or in a game, the runtime has no launcher UI yet, it is not reviewed, and the licence use is not confirmed. Model E stays on HelixSR 2.0.0.
- Same-frame NR (testers only, off by default, unchanged since R12) for native DX12 games and Mochi: not built yet.
- Mochi on RDNA3, RDNA3.5, RDNA2 and handhelds, and a Mochi shader mode: not started.
- Signed Mochi core and forwarder, and the signed Mochi model extractor: not in R13.
- The antivirus warning on AMDNR's server address: not fixed in R13.
These changes passed the production build with no new compiler warnings (967 exports, the same as R12) and a native startup test of the exact signed DLL (17 cases) with NR, FG and NeuralHub off and same-frame NR not set, so the NR, same-frame, NeuralHub and frame generation log lines were not reached. The Gears of War: E-Day step-down rules passed a unit test that needs no GPU; the code that applies them inside the DLL was compiled but never run. Launcher 0.3.5.68 passed its full test suites (Core 3962, App 1107). The AMD host contract suites were not re-run for R13. 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.
AMDNR 0.3.5.8R14 Public View
Neural Rendering for AMD Radeon, built on OptiScaler. Paired launcher: 0.3.5.69.
Video
https://youtu.be/PGMeJsf4utY — existing 0.3.5.8 overview, not an R14 validation video.
Retained R5 changes
- Fixed startup crashes caused by applying menu colours before the ImGui context exists.
- Corrected RR discovery and late-load GPU capability queries that could re-enter the loader or wait on each other.
- Reject NGX providers that forward their exports back into AMDNR, while allowing recovery to a valid provider.
- Resolve existing module handles and loader caller/diagnostic policy before waiting for GPU discovery.
- Added custom DLSSG provider support:
custom/<name>/dlssg/<dll>, with menu selection, saved settings and the active provider in the overlay. - Extended file discovery for Phantom Blade Zero's
steamdirectory layout. - Launcher: validate lmxxf packages before replacing a working installation; preserve NR on/off, quality and independent SR/FG choices during profile restoration and runtime recovery.
- Mochi settings now use per-installation storage shared consistently by the launcher, menu and authored worker. Updates preserve other keys and reject unreadable settings instead of silently restoring stale choices.
- The authored worker uses a writable working directory and defers cleanup until its process exits and the job is idle. The runtime author's core files remain unchanged.
- Clear AMDNR data now removes the AMDNR-Uninstall helper workspace after successful cleanup. Game files outside the fixed LocalAppData product folders remain untouched.
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 0.3.5.69, then update AMDNR for the game to 0.3.5.8R14. 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-v0.3.5.8R14.zip: mod, paired authored worker, dependencies, licence notices and documentation.AMDNR-Launcher.exe: Launcher 0.3.5.69.- Mochi (mochizuki 0.0.8.1 core): unchanged from R11 and not attached to this release.
AMDNR-Mochi-0.3.5.8R11-component.zipstays on the Alpha0.3.5.8R11 release and the launcher installs it from there as before (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 changes target reported failures; several are precautions or diagnostics only, none is confirmed in a game yet, and 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 R14 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.