github mavismmg/MFGAdaUnlock-RenoDx 1.5.4
Release 1.5.4 — Force Game VSync Off

2 hours ago

This is a feature release of the XeMFG backend. It adds an option that turns off a game's VSync for games that offer no setting for it, and adds Elden Ring to the supported games through the DLSS-SR input. The DLSS-G backend is unchanged.

Changes

  • Force game VSync off. XeFG presents generated frames with the sync interval the game requests. When a game always presents with VSync, NVIDIA driver flip metering and XeMFG's extra pacing do not apply, and generated frames are unevenly spaced. The new option presents the game's frames with sync interval 0, as with VSync off in the game. Tearing is not enabled. Turn it on in the panel under General → Smoothness and display → Force game VSync off, or set it in MFGAdaUnlock.ini:

    [XeFG]
    ForceVSyncOff=1

    It applies at the next frame and is off by default. A new Game VSync line shows what the game requests: Off, On, or On (forced off). Leave the option off in games whose own VSync setting can be turned off; for The Witcher 3, turn VSync off in the game's settings instead.

  • Elden Ring. Elden Ring is now listed as supported. It has no DLSS of its own, so XeMFG takes its inputs from the EldenRingDLSS ReShade addon (0.4.0): copy only its .addon64 next to eldenring.exe, play offline with Easy Anti-Cheat off, enable the DLSS-SR input in the panel, and turn on Force game VSync off. Elden Ring always presents with VSync and has no option to turn it off. See Elden Ring in the README.

Compatibility

Existing configuration is kept. No reinstall of the Intel runtime files is needed. The new option is off until it is turned on.

Validation

The automated suite ran 173 tests. On the release build, 172 passed; a CPU timing benchmark (cuda_temporal_tests) measured a 22.4% reduction against its 20% limit while other tests ran in parallel, and passed in 5 of 5 isolated reruns. The same code without the version change passed all 173. 3 artifact-provenance tests skipped because they need the experimental addon and installed PE inputs, which are not part of this build.

Field sessions in Elden Ring (executable 2.7.2.0) on NVIDIA driver 621.01 (RTX 4070 SUPER), XeMFG at 4x through the DLSS-SR input with EldenRingDLSS 0.4.0:

  • Option off: in three earlier sessions, the extra pacing hook skipped generated presents because of the game's present mode, and driver flip metering never became active.
  • Option on: in two sessions, the game requested sync interval 1 and the addon presented with 0. No present-mode skips were reported, driver flip metering became active after its settling period, and both sessions closed without a device or present failure. Pacing was reported to be noticeably smoother.

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.

For rollback, close the process, restore your previous addon or the 1.5.3 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.

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