github mavismmg/MFGAdaUnlock-RenoDx 1.8.6
MFG Unlock 1.8.6 — XMX Multi-Frame with Jittered Motion Vectors

one hour ago

This release lets XMX generate 3x–6x in games whose motion vectors carry the camera jitter, such as Death Stranding 2 and Horizon Zero Dawn Remastered. With the XeMFG backend, it treats Elden Ring's ERSS mod as the game's own XeFG integration, as a trial. When the XeMFG backend cannot hook DXGI's swap-chain creation, the log now says why.

Our recommendation stays the same: prefer XMX in games with native DLSS frame generation, and keep the XeMFG backend for games without it.

XMX in games with jittered motion vectors

Some games report that their motion vectors include the camera jitter, the sub-pixel offset DLSS and TAA apply to the camera each frame. Death Stranding 2 and Horizon Zero Dawn Remastered do. XMX passed that on to Intel's runtime, and the multi-frame model the addon uses refuses it at startup. Since 1.8.3 the addon then used Intel's own 2x model, and repeated its frame at higher multipliers. The panel said: "This XMX model produces 1 generated frame(s) per real frame; higher multipliers repeat it."

The multi-frame model now starts without that flag. The motion vectors still carry the jitter, which is at most about one render pixel. In Death Stranding 2, XMX generated at 3x, 4x and 6x, and no artifact was seen while playing.

To go back to the 2x model in these games, select XMX multi-frame with jittered motion: Off in the panel's advanced settings, or add [DLSSG] XmxJitter=0 to MFGAdaUnlock.ini, and restart the game. If the multi-frame model still refuses a game's inputs, the addon falls back to the 2x model as before.

Elden Ring with ERSS (XeMFG backend, trial)

ERSS adds XeFG frame generation to Elden Ring, and calls Intel's runtime from its own module, zzz_ERSS.dll. The XeMFG backend only takes over XeFG created by the game's executable or by the addon itself; anything else is passed through, so it does not take another tool's XeFG. ERSS's XeFG therefore stayed at Intel's 2x.

A profile now names zzz_ERSS.dll as Elden Ring's own XeFG integration, for eldenring.exe only, so XeMFG's multi-frame model takes it over. A profile cannot name such a module for every game. This acts only with the XeMFG backend selected; DLSS-G and XMX are unchanged. It was not tested with ERSS: it comes from a field log, and the reporter will confirm it.

XeMFG: why the DXGI hook failed

The XeMFG backend hooks DXGI's swap-chain creation. When another layer already owns that function, the log only said "XeMFG factory entrypoint hook incomplete". It now adds a native_factory_hook_failure line with the failing method, the hook library's reason, the module that owns the function, and the module its first jump leads to.

Compatibility

Existing configuration is kept. The XMX change is on by default and only acts in games that report jittered motion vectors. The ERSS profile only acts in Elden Ring with the XeMFG backend.

Known limitations

  • Horizon Zero Dawn Remastered was not retested with this release; Death Stranding 2 was.
  • Elden Ring with ERSS was not tested.
  • The limitations of 1.8.5 still apply.

Validation

The automated suite ran 209 tests: 206 passed and 3 optional tests were skipped, as in earlier releases. The profile test now checks that Elden Ring has its ERSS profile, that no other game treats a module as its XeFG integration, and that such a rule without an executable is refused.

Tested by playing Death Stranding 2 with XMX on an RTX 4070 SUPER: the multi-frame model started (flags 1 frames 5 result 0, where 1.8.5 logged flags 17 … result -1000 and fell back to 2x), and XMX generated at 3x, 4x and 6x with no visible artifact.

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 1.8.5 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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