github mavismmg/MFGAdaUnlock-RenoDx 1.5.1
Release 1.5.1 — XeMFG Fixes

latest release: 1.5.2
3 hours ago

MFG Unlock 1.5.1 — XeMFG Fixes

This is a maintenance release of the XeMFG backend. It fixes frame generation in Warhammer 40,000: Darktide, keeps frame pacing from degrading after frame generation is switched off and on, and makes the experimental DLSS-SR input available from the panel for games without frame generation, such as Kingdom Come: Deliverance II. The DLSS-G backend is unchanged.

Changes

  • Darktide: frame generation through Streamline works without a workaround. Darktide always creates an FSR 3.1 frame-generation context that it never enables, while frame generation runs through Streamline DLSS-G. In 1.5.0 the FidelityFX input took over that unused context and starved the Streamline route, so [Adapters] FidelityFX=0 was needed. The FidelityFX input now drives frames only while the game enables FSR frame generation, and stays passive while the game requests DLSS-G through Streamline. Games that use Streamline only for Reflex keep their FSR frame generation. The FidelityFX=0 line can be removed.
  • Flip metering no longer locks at a slow pace. The batch time given to NVIDIA flip metering was measured from presents that the metering itself was pacing. After frame generation was toggled, a slow first estimate could hold the source rate down for the rest of the session (Darktide: 50 → 33 FPS base in the Mourningstar). Metering now waits for a settled measurement after each reset and gives the driver slightly less than the measured interval, so the pace can recover.
  • DLSS-SR input from the panel. In a game that runs DLSS Super Resolution and has no other frame-generation input (no Streamline, FSR 3.1 or game XeSS-FG), General says so and offers Enable DLSS-SR input (experimental). A matching toggle under Frame generation turns it on or off. The choice is saved as [Adapters] DlssSr and applies after a restart. Detection installs no hooks, and the input is never offered in games with their own frame generation.
  • Clearer Intel file location. When the Intel files are missing, the panel names the folder they belong in. Diagnostics → Intel runtime files shows it as Intel files folder: the running executable's folder, such as <Game>\Binaries\Win64 in Unreal Engine games, not the installation root. In games without Streamline, the misleading "loaded too late" message is no longer shown.
  • Less log noise. Games that alternate their frame limit in menus (S.T.A.L.K.E.R. 2) no longer write a XeLL sleep-mode line for every change; every change is still applied.

Compatibility

Existing configuration is retained. [Adapters] FidelityFX=0 added for Darktide on 1.5.0 can stay or be removed. The DLSS-SR input remains experimental: NGX passes no camera data, so a projection is assumed and the HUD is interpolated with the scene.

Validation

All 172 automated tests passed. New conformance scenarios cover:

  • an unused FSR context next to Streamline DLSS-G (Darktide);
  • FSR frame generation with Reflex markers through Streamline, which must still take over;
  • FSR frame generation while DLSS-G is requested, which must stay passive;
  • the DLSS-SR suggestion and saved opt-in, and that it is not offered when the game has frame generation;
  • flip metering converging from a slow seed (the test fails with the 1.5.0 behavior).

Field sessions:

  • Warhammer 40,000: Darktide (RTX 4080, 4K, cap 120): five frame-generation toggles each returned at once to about 59 FPS base and 118 FPS output, with one hitch in the session (at activation) and flip growth limiting at 0–1. On 1.5.0 the same toggles locked the base rate at about 34 FPS, with growth limiting climbing to 120.
  • Kingdom Come: Deliverance II: the DLSS-SR input enabled from the panel and generating frames after the restart.
  • Cyberpunk 2077, CONTROL, Assassin's Creed IV: Black Flag Resynced and Resonance: A Plague Tale Legacy were run with the first 1.5.1 candidate; frame times and hitch counts stayed in line with 1.5.0 (CONTROL source frame time 25.1 ms vs 25.4 ms).

These are functional checks; no image-quality or physical-latency measurement was made.

Installation and rollback

Close the game, replace the previous addon with renodx-mfgunlock.addon64, keep only one MFG Unlock addon installed, and restart. Intel's runtime files are unchanged from 1.5.0 and do not need to be reinstalled.

For rollback, close the process, restore your previous addon or the 1.5.0 release, and restart.

Building this version

The addon is the mfgunlock_native_xemfg target of tests/CMakeLists.txt, published as renodx-mfgunlock.addon64; see Building the XeMFG backend.

Don't miss a new MFGAdaUnlock-RenoDx release

NewReleases is sending notifications on new releases.