github mavismmg/MFGAdaUnlock-RenoDx 0.9
Release 0.9 — Enhanced Thin-Geometry Interpolation & DLSS-G Quality Improvements

5 hours ago

Enhanced Thin-Geometry Interpolation & DLSS-G Quality Improvements

Version 0.9 introduces two complementary experimental DLSS-G quality improvements, enabled together by default:

  • Intermediate Scatter Retention
  • Validated Warp Blend

These options target different stages of the DLSS-G interpolation pipeline and remain independently selectable in the ReShade addon menu.

Intermediate Scatter Retention

Enabled by default and recommended.

This independently developed implementation relaxes one motion-consistency rejection while DLSS-G constructs motion vectors for intermediate generated frames. The separate depth-mismatch test remains active.

It can preserve more useful motion information for:

  • Fences and wires
  • Vegetation
  • Small moving objects
  • Character outlines
  • Weapon edges
  • Other thin geometry during camera movement

Because retaining additional motion can occasionally preserve an incorrect vector, results may vary between games. Disable this option if a game develops additional trails, ghosting, stretched pixels, or disocclusion artifacts.

Validated Warp Blend

Enabled by default and recommended alongside Intermediate Scatter Retention.

This later-stage mechanism validates warped candidates using:

  • Coordinate bounds
  • Invalid-vector sentinels
  • Finite color values
  • Agreement between reprojection candidates

Accepted warped color is then trusted gradually rather than being applied unconditionally.

This implementation was informed by Tony Joaca's publicly documented qualityValidWarp work in DLSSG-Transfusion. The implementation in this fork was written independently, uses additional conservative validation, and does not include code or binary payloads from DLSSG-Transfusion.

Why both are enabled

The two mechanisms are complementary:

  • Intermediate Scatter Retention preserves more motion information while intermediate frames are constructed.
  • Validated Warp Blend improves how accepted reprojection candidates are used later in the pipeline.

They can still be enabled or disabled separately for per-game troubleshooting.

Safety and compatibility

  • Exact provider and kernel validation is required.
  • Currently supports the validated DLSS-G 310.9.0 and 310.9.1 providers.
  • Unknown or modified providers fail closed and retain the established fallback behavior.
  • No NVIDIA DLL is modified on disk.
  • Frame multiplier selection, Dynamic MFG, Reflex, presentation pacing, HDR handling, and UI Composition are not intentionally modified by these quality options.
  • The previous-to-current scatter experiment remains disabled by default and is not recommended for normal use.

The redirected-fatbin path was also corrected to preserve all kernels and metadata following the modified PTX entry. Memory restoration was hardened to avoid leaving a live provider descriptor pointing to released memory.

Onimusha frame-pacing validation

A 45-second release-candidate capture was completed in Onimusha: Way of the Sword with both quality options enabled.

Test configuration:

  • GPU: NVIDIA GeForce RTX 4070 SUPER
  • API: Direct3D 12
  • Present mode: Hardware Independent Flip
  • Streamline: 2.10.3
  • DLSS-G provider: 310.9.1
  • Fixed multiplier: 4x
  • Intermediate Scatter Retention: Enabled
  • Validated Warp Blend: Enabled

Observed results:

  • Display intervals: 9,312
  • Average displayed rate: 222.90 FPS
  • Median display interval: 4.446 ms
  • P95 display interval: 6.245 ms
  • P99 display interval: 8.486 ms
  • Source application frames: 2,347
  • Generated-frame candidates: 7,036
  • Observed total-frame cadence: 3.998x
  • Large source-frame interval outliers: 2
  • Mean instrumented latency: 19.05 ms
  • P95 instrumented latency: 26.08 ms

The observed 3.998x cadence is consistent with correct 4x Multi Frame Generation operation. No meaningful frame-pacing regression was observed during this capture.

This is a controlled release-candidate validation, not a claim of universal performance or artifact-free behavior across every game.

After installing or updating the addon, the first launch may perform DLSS-G kernel compilation and exhibit temporary stutter or uneven pacing. Restart the game once before evaluating performance or image quality.

Installation

  1. Install ReShade with full addon support or RenoDX.
  2. Download renodx-mfgunlock.addon64.
  3. Replace the previous addon build.
  4. Make sure only one MFG Unlock .addon64 file is present.
  5. Launch the game and restart it once before evaluating performance or image quality.

Existing saved configurations remain respected. To use the new recommended defaults, verify that both Intermediate Scatter Retention and Validated Warp Blend are enabled, then restart the game.

Credits

  • Full credit to Dreamt for creating the original ReShade/RenoDX addon adaptation and repository.
  • dashdogy provided the foundational reverse engineering, original working ASI implementation, temporal midpoint diagnosis, and mapped-memory patching strategy.
  • Matias Lombo identified and validated the Blackwell framework-kernel improvements and the exact-fingerprint in-place cubin replacement workflow.
  • Tony Joaca, author of DLSSG-Transfusion, publicly identified Kernel_BlendCandidatesFused as the useful intervention point behind qualityValidWarp, informing the independently implemented Validated Warp Blend path in this fork.
  • Intermediate Scatter Retention was independently investigated and implemented in this fork.
  • The underlying DLSS-G technology and kernels remain NVIDIA technology.

Thank you to everyone who tested experimental builds and reported visual-quality, compatibility, and frame-pacing results.

Asset integrity

renodx-mfgunlock.addon64
SHA-256: 64184BB370F223C3CABB359010A9A64E114CDAE6B62D8B014A731A602AF0A0DA

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