This release lets the DLSS-G backend change the DLSS Super Resolution and Ray Reconstruction presets while you play. It also reorganizes the DLSS-G backend's code, with new automated tests for it, and shows the Latency Guard values from a consistent snapshot.
DLSS-G backend
- New option: DLSS Super Resolution preset. In Quality, choose Game default, J, K, L or M. The preset replaces the game's own and applies at once: DLSS is rebuilt and the image resets for one frame. K is NVIDIA's default for Quality, Balanced and DLAA, M for Performance and L for Ultra Performance; J is similar to K, with slightly less ghosting and more flicker. The choice is saved per game.
- New option: DLSS Ray Reconstruction preset. In Quality, choose Game default, D, E or F. F is the DLSS 4.5 model and needs a recent Ray Reconstruction runtime; an older runtime uses its default instead. Only games that pass Ray Reconstruction presets to Streamline can be changed; for the others, the panel says so.
- Games that create DLSS without Streamline. Some games, such as Kingdom Come: Deliverance II, create DLSS through NGX themselves. The selected Super Resolution preset is passed when the game creates DLSS. Many of these games create it only once, so the preset applies at the next launch or when the output resolution changes, and the panel explains this. Returning to Game default restores the game's own presets.
- The NVIDIA App takes precedence. When a preset override is set in the NVIDIA App, it wins over the panel, and the panel shows a note.
- Frame Generation has no preset option. Neither Streamline nor NGX offers a Frame Generation preset to games; it can only be set in the NVIDIA App, where it applies from the next launch.
- Consistent Latency Guard values. Latency details and the diagnostics report read about 40 values that were being updated while the panel drew them, so one view could mix two samples. They now come from one snapshot, taken after each Latency Guard update.
Both backends
- Reorganized DLSS-G code. The backend's main source file was split into smaller parts (provider patches, Streamline patches, discovery, latency and the panel), and duplicated code was removed. Each move was checked to produce the same compiled code.
About latency in XeMFG
Input latency with the XeMFG backend was measured with PresentMon, comparing the XeLL and Reflex latency outputs in the same scene:
| Game | Output | Displayed FPS | Display latency p50 / p99 |
|---|---|---|---|
| Cyberpunk 2077, 4x | XeLL | 159 | 56.6 / 70.8 ms |
| Cyberpunk 2077, 4x | Reflex | 160 | 56.4 / 68.0 ms |
| Resonance: A Plague Tale Legacy, 3x | XeLL | 260 | 20.5 / 27.8 ms |
| Resonance: A Plague Tale Legacy, 3x | Reflex | 267 | 25.0 / 31.8 ms |
XeLL already keeps the GPU queue empty, and the Reflex output was equal or slower, so nothing was changed. The remaining latency comes from frame generation itself, about two real frames.
Compatibility
Existing configuration is kept. Both presets stay at Game default until you choose one.
Validation
The automated suite ran 194 tests with no failures, including new tests for:
- the DLSS-G backend against a Streamline test double: the frame multiplier, Frame Generation off, an unknown options structure, GetState and Reflex;
- the Super Resolution and Ray Reconstruction presets: the selected preset in every quality mode, the game's own options left unchanged, DLSS off, an older options structure read only up to its own fields, and an unknown structure;
- the NGX creation hint, including when the NGX module loads after the game's device.
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):
- DLSS-G backend after the code reorganization, four engines: Cyberpunk 2077 (REDengine), Alan Wake 2 (Northlight), Resonance: A Plague Tale Legacy (Zouna) and Dragon's Dogma 2 (RE Engine). Gates applied, the panel's multiplier override accepted, normal exit.
- Ray Reconstruction preset, Cyberpunk 2077 with path tracing: E, D and F applied during play, each rebuilding Ray Reconstruction.
- Super Resolution preset: Dragon's Dogma 2 (Streamline) changed during play; Kingdom Come: Deliverance II (NGX) applied at launch. Checked with NVIDIA's DLSS indicator.
These are functional checks; no image-quality 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 1.5.8 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.