github mavismmg/MFGAdaUnlock-RenoDx 1.2.0
Release 1.2.0 — Adaptive Quality V2, Responsive Latency and Reliability

3 hours ago

Important

First-launch restart required: After installing or updating the addon, the first launch may perform DLSS-G kernel compilation and exhibit temporary stutter or uneven pacing. Let compilation finish, then fully restart the game once before evaluating performance or image quality.

Adaptive Quality Suite V2

  • Flicker-Reduced V2 (Recommended) is now the default profile for clean installations.
  • Added smoother confidence weighting for fine detail, silhouettes, vegetation, hair, fences and disocclusion boundaries.
  • Added asymmetric depth handling, forward/inverse candidate arbitration and conservative inpaint decisions.
  • Retained the user-validated V2 fast paths, reducing the synthetic NVIDIA JIT allocation from 18 to 14 registers per thread without changing the approved visual result.
  • Stable V1 (Compatibility) remains available, and existing saved profile choices are preserved.
  • Each V2 component can independently fall back to V1 and then to the native provider path when exact validation is unavailable.

MFG status and telemetry reliability

  • Replaced the ambiguous validation state with distinct request, acceptance, driver and generated-output states.
  • Games that accept a multiplier but do not expose output telemetry now report that condition instead of remaining on a misleading generic Pending state.
  • Requested, accepted and driver-reported multipliers are displayed separately.
  • Generated/output FPS is consistently labeled as estimated. FrameView or PresentMon remains necessary for exact displayed-frame validation.
  • Increased bounded viewport tracking and added clearer capacity and contention diagnostics.
  • Streamline input capture now falls back conservatively under contention without adding per-frame allocation.

Responsive Latency Guard

  • Automatic mode can test fixed multipliers one step at a time: 6x -> 5x -> 4x -> 3x.
  • A lower multiplier is retained only when measured latency improves without unacceptable p95 or source-FPS regression.
  • High-latency, output-saturation, DLSS-G-workload and verified queue-pressure signals are evaluated independently.
  • The original multiplier is restored when a trial does not help, and periodic rechecks avoid retaining an unnecessary reduction.
  • Monitor Only remains the recommended default and is completely read-only.
  • Multiplier changes performed by Automatic mode may produce a brief provider-reconfiguration hitch.

Simplified frame-rate controls

  • Replaced the two experimental cap controls with one Rendered FPS Cap (Reflex) control.
  • The selected number always means application-rendered/source FPS. For example, 120 means approximately 120 real frames, with generated frames added afterwards.
  • A stricter native game cap is preserved.
  • The same source cap remains active throughout automatic multiplier trials, avoiding an additional Reflex reconfiguration at every step.
  • Dynamic Output Target remains a separate final-output control for Dynamic MFG.

Compatibility, interface and stability

  • Reorganized the interface into clearer Frame Generation, Frame Rate Controls, Image Quality, Latency and Support sections.
  • Added defensive Vulkan checks so DXGI-only diagnostics never treat Vulkan handles as COM objects.
  • Dynamic MFG continues to require the validated DLSS-G 310.9.1 + Streamline 2.14.1 stack. Fixed multipliers remain independent of Dynamic MFG availability.
  • Star Wars Outlaws retains its Dynamic MFG compatibility block while fixed and game-controlled MFG remain available.
  • Monster Hunter Wilds users should allow first-launch shader.cache2 compilation to finish and then fully restart the game before evaluating frame pacing.
  • Adaptive Quality profile changes require a full game restart.

Validation

  • Clean release build completed successfully.
  • All 18 automated tests passed.
  • Modified quality PTX passed NVIDIA driver JIT validation.
  • V2 synthetic allocation remained at 14 registers per thread.
  • Generated Blackwell and thin-geometry cubins were inspected successfully.
  • No NVIDIA DLL or complete provider package is redistributed.

Credits

  • Original ReShade/RenoDX addon: Dreamt
  • Original RTX40 MFG unlock and temporal-correction research: dashdogy
  • Blackwell-kernel research and rebuild workflow: Matias Lombo
  • Public qualityValidWarp research that informed the independently implemented Validated Warp Blend path: Tony Joaca
  • Monster Hunter Wilds first-launch pacing investigation and testing: Darkalibur
  • Star Wars Outlaws compatibility testing: harddaysmike
  • 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.

SHA-256 (renodx-mfgunlock.addon64): D69E7470B4ADCF95579585AAFEE9C30FBA2CAD0767AAA0C826107E72D2B624A1

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