github 3zwr1/AMD-NR---OptiScaler Alpha0.3.5.8R20
AMDNR 0.3.5.8R20

one hour ago

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=false dispatch, and Launcher Guide / Community Lab integration.
  • Final Image Upscaling v2: Integrates post-present spatial upscaling (EASU + RCAS and Lanczos-2 anti-ringing plus an optional micro-detail filter) with InProcessVirtualSurface DirectComposition presentation and configurable before/after NR stage ordering.
  • Fast FSR 4 (FSR4Fast dll-2026-11-05 game builds): Replaces FSR4Fast/ exact-experimental and lossy-experimental slots (desktop-r2, desktop-r3, igpu-r2, igpu-r3) from the 2026-10-28.2 timing-kit DLLs with the official fsr4-shader-performance-overrides dll-2026-11-05 game builds by zgauthier2000 (cyboman).

Fixes & Game Compatibility

  • S.T.A.L.K.E.R. 2 (5 fixes — Mochi, lmxxf, Daniel 0.8.0 & AMDNR GI):
    1. Fixes first-run background kernel compilation (LMXXF_NR_WARMING) prematurely tripping an error state during warmup.
    2. Drains and retires discarded or unsubmitted recorded consumer D3D12 command lists cleanly across allocator Reset() alongside closed command-list replay retention.
    3. Allowlists runtime-generated dlssnr-amd/* caches and check files and stages both dlssnr.bin (Model A) and dlssnr-small.bin (Model B) for Mochi C-API dual-model readiness so switching or repairing Mochi (MochizukiNrRuntime.dll) never collides after first launch.
    4. Fixes Daniel 0.8.0 hotkey handling and [DLSS] NeuralHubNrModel (A / B) synchronization when switching from lmxxf / Mochi or repairing existing installs.
    5. 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.
  • Skyrim (SkyrimSE.exe / SkyrimVR.exe) & Mod Organizer 2 (MO2) overhaul:
    • Adds Skyrim Community Shaders 0x30006 FG swapchain auto-follow and native passthrough, USVFS dual-root game discovery with fast asset-skipping search, Mochi SteamOverlayVulkanLayer64.dll guard and symlink-aware weight sizing, and MO2 overwrite log collection.
  • Phantom Blade Zero (PBZ\platform\steam\PBZ.exe):
    • Fixes the post-shader-compile ReShade command-list crash, dual 0x30006 swapchain reentrancy / DLSSG -> FSR-FG shared-vtable recursion crash, dormant boot ownership / host SR gate, and version.dll proxy hazard alongside a foreign dxgi.dll.
  • Microsoft Flight Simulator 2024:
    • Fixes Real DLSS FG VRAM-budget (eWarnOutOfVRAM) status latching across game-initiated eOff, sl.reflex / sl.pcl slot callback recovery, ReShade-wrapped ID3D12Device fence unwrap, and secondary multi-viewport lease handoff.
  • 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.
  • Red Dead Redemption:
    • Fixes [NHUB080-NR-STALL] split-brain on D3D12 startup when Dx12Upscaler = auto and synchronizes Launcher Model L / Model M (ForceDlssSr = true).
  • Dark Souls II: Scholar of the First Sin + DS2 Lighting Engine (dxgi.dll / DX11 & Vulkan interop):
    • Updates NeuralHubBridgePresenter (64x64 D3D12 heartbeat swapchain) to create its DXGI factory from System32/dxgi.dll rather than foreign game-folder dxgi.dll wrappers, adds a 5-tier non-tearing 2-buffer / IDXGIFactory::CreateSwapChain fallback ladder, fixes _allowTearing tracking on non-tearing fallback swapchains, and prevents DX11 title-screen NR hotkey presses (before gameplay starts the upscaler bridge) from disabling NeuralHubNrEnabled in OptiScaler.ini.
  • DayZ & RaceRoom (AMDNR Anywhere Magpie.exe lmxxf):
    • Fixes the 25-frame sustained-RAM counter accumulation and replaces self-accumulating per-frame NrOwnedAllocatedBytes accounting with non-accumulating DrsPoolAllocatedBytes so lmxxf does not stop after ~19–28 frames ([NR-STATE] reason=no-output), avoids FfxApiProxy::VersionDx12_RR null-device queries (0x80004003), and drains in-flight queues cleanly on Magpie.exe exit.
  • The Witcher 2 & RESIDENT EVIL requiem:
    • Passes internal amdxc64.dll self-calls through AmdExtD3DCreateInterface unwrapped (DriverSelf) and serializes IdentifyGpu::updateD3d12Capabilities so 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 preserves Daniel 0.8.0 Ray Reconstruction provider passthrough in RESIDENT EVIL requiem.

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 overwrite log collection, and auto-arms FGEnabled (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) and dlssnr-small.bin (Model B), synchronizes Model L / Model M (ForceDlssSr = true) and [DLSS] NeuralHubNrModel (A / B), allowlists runtime dlssnr-amd/* caches, verifies weights before reporting Mochi ready, recovers HTTP 416 .part downloads, includes mochizuki_nr.log in COLLECT LOGS, and preserves player-customized (disowned) OptiScaler.ini across upgrades and rollbacks.
  • Full earlier-version rollback (0.3.5.8R19 down to 0.3.4): Lists and supports all official earlier releases from 0.3.5.8R19 back to 0.3.4 in MORE > USE AN EARLIER VERSION and INSTALL > AMDNR version > Older versions, alongside .webm WebView2 playback, 14–21 day old cache cleanup, and HTTP 206 Range resume.

Known Issues & Verification Limits

  • Build, CPU unit suites, isolated RX 9070 XT GPU 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.dll 310.9.16 is 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 than neuralhub_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.

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