DLSS 5 Autopilot 2.0.5
Updating from 2.0.x with update now downloads this build, checks its
SHA-256 against the SHA256SUMS.txt published with the release, and offers
a one-click restart. Your settings, library, hidden games and profiles carry
over.
Fixed
- Shared results filed "it worked" as a failure (#414). share the
result wrote "worked" only when the diagnosis said "Working." Where the
logs cannot show the outcome - on renodx, native and bridge, which log no
frames, and in some optiscaler and feeder sessions - every result shared
went into the compatibility list as a failure, whatever the game did. 27
of the first 230 shared results were filed that way, and the list is what
the tool reads before every install to say which route works. When the logs
cannot tell, share the result now asks you whether the DLSS 5 picture
showed, and the record says the answer is yours. Old results with an
outcome the tool could not see are left out of the list instead of being
counted as failures. Six whose authors rewrote the title to say it
worked are counted as worked. A result where Windows recorded the game crashing counts as a
failure on any route. - "Look in the overlay" when the game had crashed (#412). The report
form asks "did the game start?". A game that closed itself or never
started now replaces an "open the overlay" or "Working." verdict with what
to take out first: a runtime swapped on the dlss page, then everything of
ours, then another route. It shows in the report, in the window and on the
game's card. - Unreal Engine 1 and 2, and DirectX 8 (#403). POSTAL 2 was read as
DirectX 11/12 and given adxgi.dllit never loads. Unreal Engine 1/2
folders are now read from their own ini (RenderDevice=) and renderer
modules. DirectX 8 goes through DXVK like DirectX 9 does. Neither has been
run on a real game here: the Unreal reading was checked against the
report, and DX8 is marked experimental. - "DXVK ran and ReShade did not" (#400, #348, #238). A 32-bit DirectX 9
game on the feeder gets ReShade as a per-user Vulkan layer, and Windows'
Vulkan loader skips per-user layers in a process that runs as
administrator. The report says so when this tool runs elevated or the
game's executable is set to run as administrator. The
diagnosis names the executable's setting as the cause when it is there,
and otherwise names elevation as one possibility and no longer says
"install again". play and autopilot do not start a Vulkan-layer
game while this tool runs as administrator. Not reproduced here. - OptiScaler route: a Streamline crash dump went unread, and other DLSS
add-ons went unnamed (#420, #20). The game's own Streamline writing a
crash dump the session ended on is read as a crash. A ReShade left in the
folder with DLSS add-ons is named, and so are the add-ons. - "Check it is switched on" when it was (#390). On the neural-upstream
route, switched on and hooked with no frame, the diagnosis now says the
game never called DLSS: turn DLSS on in the game's settings, or use the
optiscaler route. - The sidebar overlapped itself at high display scaling. At 175% on a
1080p screen, at 250%, or in a short window, the lower pages were drawn
over watch and help. The sidebar now tightens, then shows icons
only (hover for the name), then moves pages it cannot fit behind "more".
New
- Hide sidebar pages (#293). Right-click video, remix or
vr in the sidebar and choose to hide it. games > view >
sidebar pages brings them back. - wilsjo2's fork + RTX 40 MFG in optiscaler build (#286): the
package with the pre-upscaler pass and multi-frame generation together,
installed with its RTX 40 unlock switched on ([DLSSG] AdaMfgUnlock=true;
the package ships it off). The unlock acts on the game's own DLSS frame
generation; the install warns when the game ships none or when FSR frame
generation is on.
It refuses to install on a card it knows is not an RTX 40, and is never
chosen automatically. - A search that finds nothing offers to add the game by hand (#374).