github 3zwr1/AMD-NR---OptiScaler Alpha0.3.5.8R23
AMDNR 0.3.5.8R23

one hour ago

AMDNR 0.3.5.8R23 / Launcher 0.3.5.108

R23 includes the startup and rendering corrections developed from the R22 player reports, plus updated image controls and launcher configuration fixes.

  • Corrects Streamline callback ownership during module unloading, retaining callbacks only while their owning module is mapped.

  • Retains the Dead Space startup and NR activation corrections. The reporting player confirmed normal gameplay and working NR with the corrected DLL.

  • Keeps independent frame-generation selections when selecting Ray Reconstruction in the launcher; choosing RR no longer clears the existing XeFG/FSR FG selection.

  • Updates ANR component-cache handling, including the component cache location required by its asset store, and preserves protected runtime cache directories during repair.

  • Removes the heuristic memory-pressure pauses requested by users. Allocation failures, device removal, GPU fences and resource-lifetime checks remain enforced.

  • Updates NR placement/history handling, Before/After Upscaling controls, per-preset render-ratio overrides, screen GI and image adjustments. RenoDX colour adjustments remain available with NR disabled.

  • Adds AMDNR look controls for tone, colour, detail, temporal stability and protection masks. Protection masks are approximate image controls, not semantic face/person recognition.

  • Corrects FFX context ownership during failed destruction and address reuse. Vulkan input teardown now preserves errors and retains the matching allocation state until successful retirement; callbacks cannot erase a newly created replacement. Actual-production-body CPU tests cover owner failure, retry and replacement callbacks.

  • Rejects failed or empty Vulkan context creation before NGX setup, and retires successfully created provider resources if later NGX setup fails. Provider errors and allocation identity remain preserved, including reentrant callbacks.

  • Legacy Daniel wait recovery can resume before the retry timer expires only after the same native jobs and all recorded GPU uses have completed. This removes an unnecessary cooldown; it does not hide the native timeout or claim its initial cause is fixed.

Close the game, update the launcher to 0.3.5.108, install/update R23 for the game, and restart. Keep the required files for the selected runtime/model. Component upstream versions and authorship are unchanged.

Validation on RX 9070 XT included gameplay with the preceding R23 integration candidate in RE9, Cyberpunk 2077, Guns and Dragons, Shadow of the Tomb Raider and Lies of P. Cyberpunk exercised NeuralHub NR/RR with FG at 2x and 4x. RE9 used the tested REFramework setup. These sessions do not establish every game's compatibility. Final-binary CPU, link, runtime and package checks are tracked separately; earlier game receipts are not relabelled as final-binary tests.

Known limits: Daniel 0.8.0 does not expose a supported standalone colour-only Final Image route. Minecraft checks used a private capture-to-D3D12 test harness, not a shipped OpenGL integration. Phantom Blade Zero reached shader compilation but was not qualified in gameplay. The Death Stranding 2/Mochi whole-PC freeze remains unresolved. Universal ANR HUD-ghosting removal and flicker-free output are not claimed. In Cyberpunk, a controlled NR/RR-on, FG-off comparison identified the game's own HUD visual effects as the cause of the tested displaced HUD copies; the game accessibility setting Remove HUD Visual Effects removes those copies. R23 does not change that game setting automatically.

For remaining problems, send COLLECT LOGS from the affected session and include the game, GPU/driver, runtime/model, NR placement, SR/RR/FG settings and reproduction steps. A short clip helps distinguish flicker and HUD effects.

AMDNR by 3zwr1, built on OptiScaler (GPL-3.0). Credits include Daniel Blanco (danielblnc), Kien (lmxxf), mochizuki0323 (Mochi), TheAutomatic integration lineage, RenoDX contributors, AMD FidelityFX, Intel XeSS and the authors named in the included notices. Upstream components retain their original authors, versions and licences. No NVIDIA runtime DLLs, full NR weights or private author pass/core binaries are included. See SOURCE-AVAILABILITY.txt and Licenses/AMDNR_NOTICE.txt. Corresponding-source requests are described in SOURCE-AVAILABILITY.txt.

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