github Kizzuwatnaa/DLSS5-Autopilot v1.9.0
DLSS 5 Autopilot v1.9.0

5 hours ago

DLSS 5 Autopilot 1.9.0

One press can set the game up, start it, check what the game actually
loaded and move to the next route if nothing of ours got in. It also
measures what the work area costs in milliseconds a frame, and lets you hand that number to everyone else
running the same game.

Updating from 1.8.x with [ update now ] downloads the new build, checks its
SHA-256 against the SHA256SUMS.txt published with the release, and offers
a one-click restart.

New

AUTOPILOT. Install, launch, verify, repeat - without you watching it.
It installs the route, starts the game, waits for it to settle, and reads
which DLLs the running process loaded. Our files in the process, and no
copy of the same name loaded from anywhere else, means the chain is in and
you can play. The game loading Windows' own dxgi.dll
instead means that route cannot work in that folder, so it waits for you to
close the game, installs the next route and starts it again. Three routes,
then it stops and tells you what it found. It reads the process and writes
nothing into it.

  • It never starts a game with anti-cheat in the folder, and never a
    launcher executable: it says so and waits for you to start the game.
  • The screen before it runs lists every step, including that it may install
    a second route without asking again. [ stop ] ends it as soon as the
    install it is running finishes.
  • Experimental.

The cost of the work area, in milliseconds. The resolution the model
runs at is the dial that costs frames, and both routes that have it write
down what happened: the OptiScaler fork logs what the model cost it, the
feeder logs the frame rate it delivered. After a session on those routes -
optiscaler, and the feeder's 64-bit D3D11 path - the tool reads that back
and prints the price of the setting:

=== what the work area costs here ===
> in this game, on this card:
>    50%     1.8 ms of model
>    75%     4.0 ms of model
>   100%     7.2 ms of model   (this session)
> this route writes down what the model cost but not your frame rate, so there is no fps here - only the cost of the dial itself.

On the OptiScaler route the model's own cost is in its log, so one session
is enough - with no fps column. On the feeder route frame time has to be
split into the part the dial does not touch and the part that grows with
the area, which takes two sessions at work areas at least five points
apart; until then there is no table. Each row then gains the frame rate it
implies. Put a number next to aim for and the same arithmetic names the
setting that reaches it.

Results carry their settings. When you share a result, the work area
it ran at goes with it, and whichever of the model's cost a frame and the
frame rate that route measured. Once a game has
three measured results on a route, the tool tells the next person what
those sessions ran at, before they install - a measured starting point
instead of a percentage picked by feel. Only sessions that worked are
counted into the published measurements, what is in the record is shown
before the browser opens, and nothing is posted by the tool.

A quieter install page. What stays on it is what is about your
machine and your folder: a route your card cannot run, a driver that faults
on it, a file in the way. What a route is, and the long form of every
warning, sits behind the ( ? ) beside it. Settings you have to change
inside the game are printed after the install, under "now launch the game
and:", where they are the next thing you do.

A swap says what it replaced. nvngx_dlss 310.2.1 -> 310.9.1 (NVIDIA SDK): the version stamped in the file that was there, then the build that
went in. Same for ray reconstruction and frame generation.

More of the diagnosis answered from the files. Whether the DLSS 5
add-on is switched on is read from ReShade.ini instead of asking you to
open the overlay and look. When a Remix install cannot deliver, the
diagnosis names which runtime owns the .trex folder. A standalone install
running without motion guides says whether its two shaders are on disk
(#212). The install record carries the build of the tool that wrote it, so
an old install says so (#215). A bug report carries the work area the
add-on's own config gives, where it is there.

WARDOGS and other games behind Elytra are recognised as anti-cheat
protected, like EAC and BattlEye.

Fixed

  • An install that crashed part way is diagnosed by what stopped it: a DNS
    failure, a 500 from a publisher, a refused file, a full drive (#213, #61).
  • The install page's settings scroll at 100% display scaling.

Also in this build

  • Keeping a game's DLSS up to date. Super resolution (nvngx_dlss.dll),
    frame generation (nvngx_dlssg.dll) and, for a game that ships one, ray
    reconstruction (nvngx_dlssd.dll) can be replaced with builds fetched
    from NVIDIA's own repository - the game's file is backed up and comes back
    on uninstall. check versions then says which of your games has a part
    with a newer build.
  • Films, YouTube, a webcam, or whatever is on the screen go through the
    same neural pass, on the video and youtube page.
  • What will happen? prints every file INSTALL would write, back up and
    remove, and writes none of them.

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