What's changed
This release is for Linux and Windows (experimental preview). Linux: tested on GE-Proton 11-9 with Mesa 26.2.4.
Everything below applies to both unless it says otherwise; the Windows-only changes are listed under
Windows.
- Changed: the networks carry the names in NVIDIA's DLL:
CC_SMALL_FP8(the 310.9.16 new model),
CC_SILVER_AARDWOLD(the 310.8.0 old model) andCC_SILVER_AARDWOLD_INT4_MIXED(int4 mixed). All three are
always installed; the installer asks only which one a game starts with (--model <name>;--new-model,
--old-modeland--int4still work,--no-int4is no longer needed; on Windows-Model <name>, and
-Model new/oldand-Networkstill work). - Added: switching networks in game: a drop-down in NR Control (OptiScaler routes) and on the Add-ons page
(ReShade routes), and Ctrl+F11 cycles through them. The new network is prepared in the background while the
current one keeps running. A network that cannot run is greyed out with the reason. - Added:
[Network] Residency(autoby default): the networks share one activation memory, and a network no
longer running keeps only its weights, so switching back is quick; they move to RAM or are freed when video
memory runs short.resident,offloadandminimalkeep more or less. - Added: an on-screen display of the running network (
[Network] OSD: while switching, always, or off). - Added: an Engine data panel in NR Control and on the Add-ons page: what the network actually gets from the
game - colour format and encoding, exposure (from where, with its value), motion vectors (size, sampling,
scale) - coloured by whether the game gives it, something fills it in, or it is missing. For troubleshooting. - Added: the settings that were only in
dlssnr-amd.iniare in the menus too (the hotkeys and sounds,
[Log],WhitePoint,NoiseEveryFrame, and the new[Network]keys). - Added: LumeniteFX for the ReShade routes (
install.sh --lumenite; on Windows the installer asks, or
-Lumenite on): motion vectors from
LumeniteFX Kernel by Afzaal instead of VORT. It is not part of
this project: the installer downloads it from its author's GitHub and installs it unchanged. Motion vectors on
the Add-ons page switches between the two; if LumeniteFX cannot be used in a game, VORT runs and the log says
why. - Changed: Natural and Cinematic are graded after the network, as NVIDIA's DLL does (#17); before, some
games showed little difference between the two.[Network] Style Grade = 0brings back the earlier picture. - Changed: the game's motion vectors are read as NVIDIA's DLL reads them: at the nearest texel (OptiScaler
routes), and without depth picking where to read ([Network] Motion Without Depth = 1; 0 = the earlier depth
pick). The edges of moving objects change. - Fixed: dynamic resolution with NR before the upscaler: NR ran on only a few frames while the size kept
changing, and video memory kept growing (to 13 GB in our test). Every new size is now prepared in the frame
it appears in, OptiScaler keeps the NR feature across sizes (D3D12 games), and video memory is bounded. At a
size change the history starts again, as in NVIDIA's DLL ([Network] Resize History = 1scales it to the new
size instead). - Fixed: video memory growing with every Model resolution change on the ReShade routes.
- Fixed:
CC_SMALL_FP8occasionally (about one frame in 2000) left a small stale block at the left edge of the
frame. - Fixed: bright dots on linear HDR frames with negative values at Model resolution below 100%.
- Fixed: a game whose colour format changes from frame to frame no longer gets a whole network per format.
- Fixed: RenoDX style on the OptiScaler route: an exposure texture in a typeless format (Dying Light: The Beast)
was not read and NR measured the picture instead; typeless motion vectors are read too.
Windows
- Changed: ACO Mode is on by default (
[Network] ACO Mode = 1): the network runs machine code made in advance
by Mesa's ACO compiler, loaded by the AMD driver. When it cannot be used, the driver's own compiler is used and
dlssnr-amd.logsays why. ACO Mode has been tested on one driver version only (AMD Software 26.9.2, RX 9070 XT);
if it causes problems with your driver, set it to 0 in NR Control or indlssnr-amd.ini.
CC_SILVER_AARDWOLD_INT4_MIXEDneeds it. - Changed: the installer no longer asks for the network combination: all three networks are installed (int4 mixed
is no longer tied to choosing the 310.8.0 old model) and it asks only which one a game starts with; ACO Mode is
-AcoMode 0/1on the command line. - Added: NR Control on Windows has everything it has on Linux: the network drop-down, the
[Network]settings
(with ACO Mode), the OSD and the Engine data panel. - The Natural/Cinematic grade has ACO machine code too; with ACO Mode the whole network still runs ACO's code.
- Fixed: D3D12 games whose command lists each carry their own copy of the vtable (The Witcher 3) showed NR as on
while every frame passed through (#15).
Downloads
- Linux, 64-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.7-x86_64.tar.gz - Linux, 32-bit games:
DLSSNR-AMD-Vulkan-Linux-0.0.7-i686.tar.gz - Windows (experimental preview):
DLSSNR-AMD-Vulkan-Windows-0.0.7-preview-x86_64.zip
Full Changelog: v0.0.6-linux-preview...v0.0.7