Important
Restart the game once after installing or updating the addon.
The first launch may perform DLSS-G kernel compilation and temporarily exhibit stutter or uneven frame pacing. Do not evaluate performance or image quality until the game has been restarted once.
Adaptive Quality Suite
Version 1.1 introduces the unified experimental Adaptive Quality Suite, enabled by default for clean installations.
It combines complementary quality mechanisms into a single coordinated profile:
- Asymmetric foreground/background confidence around silhouettes and disocclusion boundaries.
- Smooth, border-aware Validated Warp Blend.
- Forward/inverse candidate arbitration that favors the more reliable reprojection instead of reinforcing conflicting candidates.
- Safer inpaint decisions around newly revealed pixels.
- Motion-direction-aware thin-geometry preservation for vegetation, fences, hair and moving edges.
Adaptive Quality replaces overlapping legacy experiments while active. Existing saved settings remain preserved, but Intermediate Scatter Retention, standalone Boundary Artifact Mitigation, standalone Validated Warp Blend and developer A/B paths are not stacked on top of the unified profile. This avoids redundant confidence penalties and the OLED-visible flicker observed when several experimental paths were enabled together.
Users who previously disabled Adaptive Quality remain opted out. Unsupported or unknown providers fail closed to the compatible native/fallback path.
Redesigned user interface
The ReShade interface is now organized into four focused tabs:
- General — MFG, Dynamic MFG, frame-generation inputs and Adaptive Quality.
- DLSS Info — read-only NVIDIA information for Super Resolution, Frame Generation, Ray Reconstruction, DLSS-G and Streamline.
- Latency — Latency Guard configuration and concise live observations.
- Support — detailed runtime and kernel diagnostics with a single Copy Diagnostics action.
Developer-facing controls such as latency-test recording, CSV export and Streamline resource-metadata capture were removed from the public interface.
The addon never changes the reported DLSS Super Resolution, Frame Generation or Ray Reconstruction preset shown in DLSS Info.
Latency Guard
Latency Guard now uses stricter timestamp-unit validation, fresh completed-frame identification and bounded Reflex sampling.
- Monitor Only remains the recommended default and does not modify pacing.
- Automatic Queue Trim remains an advanced opt-in mode for fixed MFG.
- Automatic mode requires healthy Reflex timing, fresh samples, sustained render-queue pressure, no native source cap and no Dynamic MFG controller.
- It tests only a small source-rate reduction and keeps it only when measured queueing and pipeline latency improve.
- Failed or regressive trials automatically restore the game’s native Reflex behavior.
Latency Guard does not replace Reflex, synthesize markers, change Reflex mode, select a Dynamic MFG multiplier, or override VSync/G-SYNC behavior. It cannot reduce latency when no meaningful render queue exists, and no universal latency improvement is claimed.
Monitor mode samples only while the addon interface is being viewed, reducing background diagnostic overhead.
Compatibility and stability
- Added a dedicated Star Wars Outlaws compatibility path that leaves the game’s
slDLSSGGetStatecallback native, preventing recursive hook failure and keeping the in-game Frame Generation selector available. - Dynamic MFG is automatically blocked in Star Wars Outlaws while fixed and game-controlled MFG remain available.
- Added a one-time Monster Hunter Wilds notice explaining that
shader.cache2compilation may require a complete game restart before evaluating frame pacing. - Strengthened Streamline resource identity, lifetime and structure validation.
- Distinguished DXGI and Vulkan format families when evaluating optional HUD/UI resources.
- Hardened Reflex option forwarding and native-state restoration when an override is rejected.
- Reduced redundant runtime queries by caching stable NVAPI entry points and display-refresh observations.
- Improved Blackwell diagnostics so applied provider results are kept separate from unrelated rejected candidates.
- Existing Dynamic MFG, HDR/UI Composition, Vulkan, provider-selection and compatibility fallbacks remain available.
Validation
All 15 automated tests passed, covering:
- Adaptive Quality kernel selection and exclusivity.
- Blackwell motion-vector, inpaint and decision roles.
- Candidate blending and geometry-confidence invariants.
- Reflex timing normalization and bounded queue-trim rollback.
- Star Wars Outlaws hook behavior.
- Streamline input-resource validation.
- D3D12/Vulkan provider paths and existing compatibility fallbacks.
Experimental quality improvements remain scene- and provider-dependent. Visually inspect silhouettes, vegetation, fences, weapons, disocclusion boundaries and newly revealed pixels in each game.
Credits
- Original ReShade/RenoDX addon: Dreamt
- Original RTX40 MFG unlock and temporal-correction research: dashdogy
- Blackwell-kernel research and rebuild workflow: Matias Lombo
- Public
qualityValidWarpresearch that informed the independently implemented Validated Warp Blend path: Tony Joaca - Compatibility, quality, UI, diagnostics, validation and maintenance work in this fork: mavismmg
This remains a fork of Dreamt’s original project. Existing repository credits and the original license are preserved.
Asset SHA-256: 5D9184D5D690FF5CC1771C07A69331E4A596F8A94FDE5867A5AFC713650F800C