AMDNR v0.3.5.8R20
Includes AMD NR Launcher v0.3.5.104 and the matching Mochi component (AMDNR-Mochi-0.3.5.8R20-component.zip).
Highlights & New Features
- In-game Final Image Mode (
[DlssNr] AmdFinalImage): Enables in-game Final image mode for DirectX 12 and DX11-on-12 games without native temporal upscaler hooks or using FSR 1, with ringed D3D12 descriptor heaps, resize drain,OverlayMenu=falsedispatch, and Launcher Guide / Community Lab integration. - Final Image Upscaling v2: Integrates post-present spatial upscaling (
EASU + RCASandLanczos-2anti-ringing plus an optional micro-detail filter) withInProcessVirtualSurfaceDirectComposition presentation and configurable before/after NR stage ordering. - Fast FSR 4 (
FSR4Fastdll-2026-11-05game builds): ReplacesFSR4Fast/exact-experimentalandlossy-experimentalslots (desktop-r2,desktop-r3,igpu-r2,igpu-r3) from the2026-10-28.2timing-kit DLLs with the officialfsr4-shader-performance-overridesdll-2026-11-05game builds byzgauthier2000(cyboman).
Fixes & Game Compatibility
- S.T.A.L.K.E.R. 2 (5 fixes — Mochi,
lmxxf,Daniel 0.8.0&AMDNR GI):- Fixes first-run background kernel compilation (
LMXXF_NR_WARMING) prematurely tripping an error state during warmup. - Drains and retires discarded or unsubmitted recorded consumer D3D12 command lists cleanly across allocator
Reset()alongside closed command-list replay retention. - Allowlists runtime-generated
dlssnr-amd/*caches and check files and stages bothdlssnr.bin(Model A) anddlssnr-small.bin(Model B) for Mochi C-API dual-model readiness so switching or repairing Mochi (MochizukiNrRuntime.dll) never collides after first launch. - Fixes
Daniel 0.8.0hotkey handling and[DLSS] NeuralHubNrModel(A/B) synchronization when switching fromlmxxf/ Mochi or repairing existing installs. - Fixes AMDNR GI (
[AmdGi]) distance fade (farFade) and foreground depth history so ambient occlusion and bounce lighting cover world geometry rather than only first-person weapons.
- Fixes first-run background kernel compilation (
- Skyrim (
SkyrimSE.exe/SkyrimVR.exe) & Mod Organizer 2 (MO2) overhaul:- Adds Skyrim Community Shaders
0x30006FG swapchain auto-follow and native passthrough, USVFS dual-root game discovery with fast asset-skipping search, MochiSteamOverlayVulkanLayer64.dllguard and symlink-aware weight sizing, and MO2overwritelog collection.
- Adds Skyrim Community Shaders
- Phantom Blade Zero (
PBZ\platform\steam\PBZ.exe):- Fixes the post-shader-compile ReShade command-list crash, dual
0x30006swapchain reentrancy /DLSSG -> FSR-FGshared-vtable recursion crash, dormant boot ownership / host SR gate, andversion.dllproxy hazard alongside a foreigndxgi.dll.
- Fixes the post-shader-compile ReShade command-list crash, dual
- Microsoft Flight Simulator 2024:
- Fixes
Real DLSS FGVRAM-budget (eWarnOutOfVRAM) status latching across game-initiatedeOff,sl.reflex/sl.pclslot callback recovery, ReShade-wrappedID3D12Devicefence unwrap, and secondary multi-viewport lease handoff.
- Fixes
- GTA: San Andreas – The Definitive Edition & Frame Generation (
OptiFG):- Auto-arms
FGEnabled(Enabled = auto) when selecting an FG input/output pair with API-aware DX11/DX12/Vulkan swapchain restart guidance.
- Auto-arms
- Red Dead Redemption:
- Fixes
[NHUB080-NR-STALL]split-brain on D3D12 startup whenDx12Upscaler = autoand synchronizes LauncherModel L / Model M(ForceDlssSr = true).
- Fixes
- Dark Souls II: Scholar of the First Sin +
DS2 Lighting Engine(dxgi.dll/ DX11 & Vulkan interop):- Updates
NeuralHubBridgePresenter(64x64D3D12 heartbeat swapchain) to create its DXGI factory fromSystem32/dxgi.dllrather than foreign game-folderdxgi.dllwrappers, adds a 5-tier non-tearing2-buffer /IDXGIFactory::CreateSwapChainfallback ladder, fixes_allowTearingtracking on non-tearing fallback swapchains, and prevents DX11 title-screen NR hotkey presses (before gameplay starts the upscaler bridge) from disablingNeuralHubNrEnabledinOptiScaler.ini.
- Updates
- DayZ & RaceRoom (
AMDNR AnywhereMagpie.exelmxxf):- Fixes the 25-frame sustained-RAM counter accumulation and replaces self-accumulating per-frame
NrOwnedAllocatedBytesaccounting with non-accumulatingDrsPoolAllocatedBytessolmxxfdoes not stop after ~19–28 frames ([NR-STATE] reason=no-output), avoidsFfxApiProxy::VersionDx12_RRnull-device queries (0x80004003), and drains in-flight queues cleanly onMagpie.exeexit.
- Fixes the 25-frame sustained-RAM counter accumulation and replaces self-accumulating per-frame
- The Witcher 2 & RESIDENT EVIL requiem:
- Passes internal
amdxc64.dllself-calls throughAmdExtD3DCreateInterfaceunwrapped (DriverSelf) and serializesIdentifyGpu::updateD3d12Capabilitiesso concurrent startup threads never hit the unpopulated capability-cache startup race during Anywhere + FSR Frame Generation initialization in The Witcher 2 (amdxc64.dll+0x14186E). - Observes unwrapped probe swapchains when external
dinput8(dinput8.dll) frameworks defer wrapping and preservesDaniel 0.8.0Ray Reconstruction provider passthrough in RESIDENT EVIL requiem.
- Passes internal
Launcher & Downloads (v0.3.5.104)
- Final Image, Skyrim/MO2 & FG UX: Integrates Final image mode into the Guide and Community Lab, adds USVFS dual-root game discovery, fast asset-skipping search, symlink-aware Mochi weight sizing, and MO2
overwritelog collection, and auto-armsFGEnabled(Enabled = auto) with API-aware DX11/DX12/Vulkan swapchain guidance. - Mochi C-API dual-model readiness, model sync & installer safety: Stages both
dlssnr.bin(Model A) anddlssnr-small.bin(Model B), synchronizesModel L / Model M(ForceDlssSr = true) and[DLSS] NeuralHubNrModel(A/B), allowlists runtimedlssnr-amd/*caches, verifies weights before reporting Mochi ready, recovers HTTP416.partdownloads, includesmochizuki_nr.login COLLECT LOGS, and preserves player-customized (disowned)OptiScaler.iniacross upgrades and rollbacks. - Full earlier-version rollback (
0.3.5.8R19down to0.3.4): Lists and supports all official earlier releases from0.3.5.8R19back to0.3.4inMORE > USE AN EARLIER VERSIONandINSTALL > AMDNR version > Older versions, alongside.webmWebView2playback, 14–21 day old cache cleanup, and HTTP206Range resume.
Known Issues & Verification Limits
- Build, CPU unit suites, isolated
RX 9070 XTGPU fixtures, and live download/installer tests are separate from full commercial game validation. No universal crash-free or all-GPU guarantee is claimed; use COLLECT LOGS (and SEND TO AMDNR in the Launcher) when reporting an issue. - Mochi requires 64-bit DirectX 12 or Vulkan on RDNA 4 (
RX 9000/gfx120x); 32-bit DX9 games are unsupported. Packages contain no NVIDIA DLLs or full NR weights (nvngx_dlssnr.dll310.9.16is verified/prepared locally). - Anywhere (
Magpie.exe) uses a D3D11 SwapChain, so selecting Daniel 0.8.0 in Anywhere falls back for that session to the built-in D3D12 FFX / Daniel 0.6.0 path rather thanneuralhub_host.dll. - Signed binaries include a DigiCert RFC3161 timestamp without public CA root trust; Windows SmartScreen or antivirus warnings may still appear. File digests are listed in
SHA256SUMS.txt.
Credits and Licences
AMDNR by 3zwr1, based on OptiScaler (GPL-3.0). DLSS-NR on AMD by Daniel Blanco (danielblnc); lmxxf by Kien (MIT); Mochi by mochizuki0323 (MIT); Fast FSR 4 shader performance overrides (FSR4Fast/) by zgauthier2000 (cyboman). Additional credits and licences remain in Licenses/AMDNR_NOTICE.txt, MOCHI-SOURCE.txt, FSR4Fast/NOTICE.md, and upstream notices. Not affiliated with or endorsed by AMD or NVIDIA.