github mavismmg/MFGAdaUnlock-RenoDx 1.7.1
MFG Unlock 1.7.1 — XeMFG Robustness

5 hours ago

This release fixes XeMFG generating only part of the time in Red Dead Redemption 2 on D3D12, makes a freeze on Vulkan games much harder to reach when the game loses focus, and adds a frame rate limit and two experimental options for Vulkan. The freeze is not fully fixed: see Known limitations.

XeMFG backend

  • Fixed: Red Dead Redemption 2 on D3D12 generated in only some frames. The game evaluates DLSS ahead of its Presents, so some Presents had no frame and up to 40% of frames went out without generation. The addon now keeps a queue of frames for this order. In the field session, no frames went without generation after the first 10 seconds.
  • Vulkan: losing focus freezes the game far less often. Alt-tabbing or clicking away makes the host rebuild its swap chain, and the NVIDIA driver can stop there for good, which froze the game. The freeze also happens in 1.7.0. While the chain is rebuilt, XeMFG now drops frames instead of waiting for it, and it no longer builds a chain for a minimized window. Expect a short hitch when you return to the game.
  • Vulkan: frame rate limit. The output follows the game's Reflex limit and Limit to display refresh. The panel shows Output limited to when a limit applies.
  • Vulkan: more robust device and swap chain handling. Input views and private data are released with their device and swap chain, a DLSS evaluation is no longer lost while the frame acquisition sleeps, another live device no longer blocks the inputs, and IMMEDIATE is used only where the surface offers it. The compatibility report now covers Vulkan and the reason a game went back to its own swap chain.
  • Fixed: a fence wait could end early. After a timed-out wait, a late completion could end the next wait on another value, with a command allocator still in use.
  • ReShade stays loaded while the addon is pinned in it. A game that unloads ReShade, as Red Dead Redemption 2 does with another addon present, would leave a later ReShade instance without this addon.
  • New, experimental and off by default: [XeFG] VulkanGameLatency=1 lets a Vulkan game's Reflex sleep and simulation markers drive XeLL, and [XeFG] VulkanDynamicMFG=1 turns on Dynamic MFG in Vulkan games. Neither has run in a game yet.
  • New diagnostics. native_summary in the log reports the sleep, the Present call and the capacity of the native chain, and [XeFG] XeFGNativeLatency sets the maximum frame latency of XeFG's swap chain in D3D12 games, for latency tests. 0 keeps Intel's value. [Diagnostics] VulkanFaults=1 now logs complete thread stacks when a Vulkan game stops presenting.
  • Lighter Present path. A few per-frame costs were removed: memory queries per hook call, a settings copy per frame and a lock per output Present.

Compatibility

Existing configuration is kept and no default changed. The DLSS-G backend is unchanged apart from the version.

Known limitations

  • On Vulkan, losing focus can still freeze the game. In Indiana Jones and the Great Circle at 6x, the build with these changes took from 37 to 97 swap chain rebuilds to freeze in deliberate alt-tab tests, against at most 9 before. That is one session per build, and the cause inside the driver is still unknown. Save before you alt-tab. If the game freezes, end it in Task Manager. [XeFG] Vulkan=0 leaves Vulkan games untouched.
  • Red Dead Redemption 2 on Vulkan was not retested for this release. One 1.7.0 session there ended with a device fault about 200 ms after XeMFG took over, then went back to the game's own swap chain, with no known cause.
  • VulkanGameLatency and VulkanDynamicMFG have not been measured in a game.
  • Latency was not compared with 1.7.0 in this release.

Validation

The automated suite ran 202 tests with no failures, including new tests for the fence wait, the Vulkan decisions and the order of DLSS evaluations and Presents (60 of 100 Presents generating before, 100 of 100 after). 3 artifact-provenance tests skipped because they need the experimental addon and installed PE inputs, which are not part of this build. No automated test covers the Vulkan focus changes; they were checked in the field only.

Field sessions on NVIDIA driver 621.01 (RTX 4070 SUPER):

  • Red Dead Redemption 2, D3D12, 3x: about 135 seconds with RenoDX. The save menu opening caused two pauses of about 540 ms.
  • Indiana Jones and the Great Circle, Vulkan, 6x: PresentMon over about 4 minutes, including menus, loading and three swap chain rebuilds near the start: 196 FPS on average, 1% low 113 FPS, p99 interval 8.83 ms. The tester also reported no problem changing the multiplier, resizing, using the limit and exiting; the log confirms the exit and the configured limit, but shows no multiplier or window size change in those sessions.
  • Cyberpunk 2077, D3D12, 6x: PresentMon over about 2 minutes of play: 213 FPS on average, 1% low 145 FPS, p99 interval 6.88 ms, one real frame for every five generated. These two captures have no earlier baseline from the same scene.
  • Elden Ring: the tester reports clean generation during strong frame rate drops. No log was kept and no specific change is credited.

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 1.7.0 release, and restart.

Building this version

As in 1.7.0: 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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