This release improves how the XeMFG backend uses the game's HUD textures, adds an optional frame rate limit to the display refresh, and fixes a flickering panel. The DLSS-G backend's startup discovery does less work.
XeMFG backend
- More games can use UI Composition. Intel's frame generation requires the game's HUD-less color and UI textures in the display's exact format. Some games use another type of the same format: Cyberpunk 2077 provides its HUD-less color as
R8G8B8A8_TYPELESS, and Death Stranding 2 its UI asR8G8B8A8_UNORM_SRGBover anR8G8B8A8_UNORMoutput. These were rejected every frame, so UI Composition could not be used there. They are now copied into the display format and used. - HDR games using scRGB. XeMFG already converts the game's FP16 scRGB image to HDR10 for Intel's frame generation. The game's FP16 HUD-less color now goes through the same conversion, so UI Composition can also be used in those games.
- The panel shows the game's HUD inputs. Image quality → Game HUD inputs lists HUD-less color and UI separately: received, received (converted), filtered or not provided. When the game provides HUD-less color and UI Composition is off, the panel suggests turning it on if HUD elements show artifacts. UI Composition stays off by default: with it, the HUD is drawn at the game's real frame rate instead of being interpolated.
- New option: Limit to display refresh. In General → Smoothness and display, off by default and available with the XeLL latency output. With a high game frame rate, the game's frames times the multiplier can be more than the display shows, so some generated frames are never displayed and motion can look uneven. The option limits the game's frame rate so that frames are presented 3% under the display refresh. The game's own frame limit still applies when it is lower. The panel warns when the frame rate is above the refresh; the option is never turned on automatically.
- Panel flicker fixed. At high multipliers, the HUD handling and Pacing status lines could alternate with Waiting for frame status on every frame, making the rows below them jump. The panel now keeps showing the last state it read.
DLSS-G backend
- Lighter startup discovery. Discovery searched every loaded module for the Streamline DLSS-G plugin again on each pass of its startup worker; in a game without Streamline, all passes repeated the full search. Each module is now searched once, with a faster search.
- Legacy software pacing finds the plugin in games with many modules. With Legacy software pacing on, every loaded module was checked by hashing its code, and only the first 64 modules could be checked, so the plugin could be missed. Only modules that carry the plugin's marker are checked now.
- Startup timing in the log. The time spent on provider maintenance when the game creates its device and command queues is logged for the first passes.
Compatibility
Existing configuration is kept. Limit to display refresh and UI Composition stay off until you turn them on.
Validation
The automated suite ran 186 tests with no failures, including new tests for:
- HUD-less inputs in
TYPELESSandUNORM_SRGBtypes, copied and used by UI Composition; - the FP16 HUD-less of an scRGB game, converted;
- the display refresh limit (applied and removed);
- the module search and its record of searched modules;
- what the loader guarantees when a DLL is mapped (a probe kept for future work).
3 artifact-provenance tests skipped because they need the experimental addon and installed PE inputs, which are not part of this build.
Field sessions on NVIDIA driver 621.01 (RTX 4070 SUPER, 240 Hz display):
- Resonance: A Plague Tale Legacy, XeMFG 3x, PresentMon, same scene, 30 s each. Limit off: 84.7 game FPS and 262 FPS shown, above the display refresh. Limit on: 75.2 game FPS and 233 FPS shown; displayed-interval p95/p50 1.30 → 1.17; display latency p50/p99 19.3/26.8 → 18.5/23.3 ms. The warning appeared before the option was turned on; motion felt smoother.
- Kingdom Come: Deliverance II, XeMFG 3x (DLSS-SR input). Limit off: 80.8 game FPS, 251 FPS shown. Limit on: 73.4 game FPS, 231 FPS shown, display latency p50/p99 24.3/32.8 → 22.5/31.0 ms; the measured interval spread stayed about the same, and motion felt smoother.
- Cyberpunk 2077, XeMFG 4x. The HUD-less input was converted and UI Composition applied with it, with no errors. The panel no longer flickers.
- Cyberpunk 2077 and Alan Wake 2, DLSS-G backend. Gates and kernels applied, and the panel's multiplier override accepted (Cyberpunk 6x → 4x, Alan Wake 2 4x → 6x).
These are functional and pacing 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 1.5.6 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.