github mavismmg/MFGAdaUnlock-RenoDx 0.7
Release 0.7 — HDR input quality and robustness

7 hours ago

What’s New

This update introduces a new Streamline input Quality Guard focused on improving DLSS Frame Generation behavior when games provide incompatible optional HUD-less or UI resources.

The main improvements include:

  • Better HDR + Frame Generation compatibility.
  • Reduced ghosting, flickering, halos, and disocclusion artifacts in affected integrations.
  • A fix for the HDR + Frame Generation issue investigated in Hogwarts Legacy.
  • Optional depth-edge tuning for artifacts around characters, weapons, vegetation, and screen edges.
  • Safer temporal-history synchronization after real display or configuration transitions.
  • More robust Streamline hook initialization.
  • Expanded game compatibility documentation.
  • New developer diagnostics for inspecting Streamline resources, constants, HDR state, and frame pacing.

Automatic Quality Guard is enabled by default. The optional depth-edge adjustment remains disabled by default because the best value depends on each game.

This update does not claim to eliminate every Frame Generation artifact. Problems caused by missing or incorrect motion vectors, depth, exposure, distortion data, or camera matrices still need to be fixed by the game integration itself.

HDR and Image-Quality Improvements

Some games provide HUD-less and UI resources in a different color space or format from the final HDR image. When DLSS-G uses those incompatible resources, it may incorrectly classify bright scene elements as UI, producing halos, ghosting, flickering, or unstable edges.

Automatic Quality Guard now:

  • Uses the game’s final-color input in HDR when optional HUD/UI separation resources are present.
  • Preserves required color, depth, motion-vector, exposure, and camera data.
  • Keeps valid optional resources in SDR.
  • Rejects optional SDR resources only when their metadata, dimensions, format, or alpha precision prove incompatible.
  • Leaves the generated-frame multiplier and presentation pacing unchanged.

This behavior resolved the reproduced HDR + Frame Generation issue in Hogwarts Legacy. The same mechanism may help games with similar Streamline integration problems, but Jedi Survivor has not been locally verified and is not being claimed as fixed.

Optional Depth-Edge Guard

A new optional control adjusts Streamline’s existing minimum relative linear-depth separation value.

Lower values may improve disocclusion around:

  • Characters and hair.
  • Weapons.
  • Vegetation.
  • Nearby objects.
  • Lower-screen and screen-edge geometry.

Available levels are Mild, Balanced, Strong, and Aggressive. The setting is off by default and should only be enabled when it provides a repeatable visual improvement.

It does not add camera-turn resets, change motion vectors, or implement a separate frame-pacing path.

Frame-Pacing Validation

The final candidate was measured in STALKER 2 at 4x with HDR enabled during two 30-second camera-motion captures.

Combined results:

  • Average displayed rate: approximately 222.4 FPS.
  • Average source-frame rate: approximately 62.0 FPS.
  • Generated-frame ratio: 3.995x and 3.997x.
  • Display p50: 4.460 ms.
  • Display p95: 5.449 ms.
  • Display p99: 7.262 ms.
  • Average displayed 1% low: 137.8 FPS.
  • Large display intervals: 29 of 11,863 samples, approximately 0.24%.
  • Large source-frame intervals: zero.
  • Generated-frame GPU-time p95: approximately 1.241 ms, with no detected large outliers.

The average temporal positions of the four output slots were approximately:

  • 25.11%
  • 50.05%
  • 75.25%
  • 100%

This closely matches the expected evenly spaced 4x distribution. Previous 2x and 3x controls also produced ratios of 1.999x and 2.998x.

These measurements did not show a frame-pacing regression. They also do not establish a universal FPS improvement: performance varies by game, scene, GPU, driver, Streamline version, and DLSS-G provider.

PresentMon identified all samples as application frames, so source/generated classification used its AnimationTime behavior as a documented heuristic. The result was corroborated by the near-exact 4x ratio and NVAPI reporting that DLSS-G was evaluated.

Technical Details

Streamline input interception

The addon can now intercept the available:

  • slSetTag
  • slSetTagForFrame
  • slSetConstants

Optional exports are hooked only when present in the active Streamline interposer.

Resource-tag batches are bounded to 64 entries. Game-owned structures are not modified directly: when filtering is required, the addon creates a local copy and forwards that copy to Streamline.

Required DLSS-G inputs are never removed by Quality Guard.

HDR detection

HDR state is observed from the active ReShade swapchain color space, including:

  • scRGB
  • HDR10/PQ
  • HDR10/HLG

The addon does not perform color conversion or rewrite HDR metadata. It only prevents incompatible optional HUD/UI separation resources from being used by DLSS-G.

Temporal-history synchronization

Per-viewport state tracks relevant changes to:

  • DLSS-G mode and flags.
  • Generated-frame multiplier.
  • Color and motion-vector dimensions.
  • Color-buffer format.
  • Swapchain output and resolution.
  • HDR state.
  • Quality mode.
  • Depth-edge tuning.

A Streamline reset is injected once after a confirmed transition. Continuous resets are not generated, preserving steady-state temporal history and frame pacing.

Robust initialization

Dynamic hook installation is serialized to prevent concurrent startup callbacks from modifying the hook list simultaneously.

The established bounded discovery architecture remains in place:

  • Provider discovery does not continuously enumerate modules from Present.
  • Discovery stops after the required wrapper and provider are verified.
  • The steady-state Present callback only observes swapchain HDR state and performs an idempotent discovery check.
  • No additional DLSS-G evaluation or generated-frame presentation is introduced.

Kernel and scheduling

The existing Ada temporal correction remains unchanged. It continues to use the provider’s temporal parameter so generated samples occupy their requested positions instead of collapsing toward the midpoint.

This release does not introduce a new frame scheduler or claim a new kernel-level performance optimization. DLSS-G and Streamline continue to own generation and presentation pacing.

Developer diagnostics

The repository now includes a separate, read-only diagnostic addon and supporting tools for:

  • Streamline options, constants, state, and resource-tag capture.
  • HDR ON versus HDR OFF comparisons.
  • Native 2x versus unlocked 3x/4x comparisons.
  • Motion-vector scale, jitter, matrices, reset flags, and resource-format inspection.
  • PresentMon frame-time, 1% low, outlier, latency, and generated-frame analysis.
  • Read-only NVAPI latency and NGX status observation.
  • Static compatibility probing of DLSS-G providers.

The diagnostic addon is not required for normal use and should be removed during performance benchmarks because observation hooks add measurement overhead.

Tested-Games Documentation

The compatibility table has been expanded with additional reports, including:

  • Silent Hill 2 — Working
  • Forza Horizon 6 — Working
  • Assassin’s Creed Shadows — Working
  • Stellar Blade — Working
  • DOOM: The Dark Ages — Working
  • Horizon Forbidden West — Working
  • 007 First Light — Working
  • Avatar: Frontiers of Pandora — Working
  • Borderlands 4 — Working
  • PAYDAY 3 — Working
  • Ghost of Tsushima — Working
  • Crimson Desert — Maybe

DOOM: The Dark Ages requires the documented Vulkan/ReShade launch option:

+r_allowBlackListedLayers 1

The tested-games table represents reported or personally tested configurations and is not a claim of universal compatibility.

Credits and Acknowledgements

Full credit for the original ReShade/RenoDX addon implementation goes to Dreamt and the contributors already credited in the repository.

The underlying Multi Frame Generation research and original working ASI implementation came from dashdogy’s RTX40MFG-Unlock, including the identification of Ada’s midpoint-compaction issue and the corrected temporal program.

Special thanks to Artur from DLSS Enabler for the valuable debugging insights during the investigation of the Hogwarts Legacy HDR + Frame Generation issue, which helped lead to the fix included in this release.

Thanks to mugensc for the RenoDX DLSS5 compatibility testing and identification of a known-good runtime combination.

The project is built on RenoDX by clshortfuse and ReShade by crosire.

What’s Next

Next up: Dynamic Multi Frame Generation. This will be the main focus of the next major release.

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