github mochizuki0323/DLSSNR-AMD v0.0.8-linux-preview
DLSSNR-AMD 0.0.8-linux-preview

3 hours ago

What's changed

This release is for Linux only; the Windows package stays at 0.0.7. Tested on GE-Proton 11-11 with Mesa 26.2.5.

  • Changed: the OptiScaler route now uses the original OptiScaler (shipped unchanged) for the
    upscaling and frame generation, with this project's NR as an OptiScaler plugin (dlssnr-amd.asi) instead of the
    OptiScaler-NR fork. NR now runs on DirectX 12, DirectX 11 and Vulkan games on this route. No Vulkan layer and
    no launch options beyond WINEDLLOVERRIDES="dxgi=n,b" %command% are needed.
  • Changed: NR Control holds every NR setting on the OptiScaler route and is drawn by the plugin over the game's
    DirectX 11, DirectX 12 or Vulkan swap chain; OptiScaler's own menu (Insert) only drives upscaling and frame
    generation.
  • Added: NR at Present on the OptiScaler route, now the default: NR works on the finished picture the game
    presents - after the upscaler, the game's post-processing and tone mapping - before OptiScaler's frame
    generation, as on the ReShade routes; HUD FIX (below) keeps the game's HUD as it is. Up to 0.0.7 this route ran
    NR only on the upscaler's input or output; both remain as choices.
  • Added: the NR chain: NR is one or more layers, in NR Control (OptiScaler route) and on ReShade's Add-ons page
    (ReShade routes). Each layer has its own processing, network and settings, and on the OptiScaler route its own
    place: at Present, after the upscaler or before it.
  • Added: the wilsjo2 style, a layer processing next to the RenoDX style: the processing around NR of
    OptiScaler-NR (the fork the OptiScaler route used up to 0.0.7), ported to this project, with its settings and
    names - white point and exposure, HDR curve, detail and colour strength, skin protection, passes, model
    resolution up to supersampling, spatial compression. The RenoDX style is the default on every route.
  • Added: the ReShade routes get every wilsjo2-style setting (their own processing, [DlssNr]): skin
    protection, the HDR curve (ReversibleMode) with its detail strength, automatic exposure, model resolution up to
    200 % with a choice of filters, peripheral compression, up to 3 passes (30 unlocked); also on HDR10 (PQ) games.
  • Added: Passes (fast): the network runs once a frame and its change is strengthened, instead of running it
    again for every pass (Passes (legacy)). Four methods, each with its own settings: Extrapolation, Feedback,
    Hybrid and Edit strength.
  • Added: HUD FIX for layers at Present: the game's HUD is left as it is - from the HUD-less frame a game hands
    to frame generation, a picture taken before the game draws its HUD, or an estimate. Auto by default on the
    OptiScaler route, off on the ReShade routes.
  • Added: CC_SMALL_FP8_EXPERIMENTAL: CC_SMALL_FP8 made faster by this project (ReLU activations and fixed
    attention tables in some layers; times in the README's
    Performance); its picture differs somewhat. Its weights
    are made at install from your CC_SMALL_FP8 model, so it needs the 310.9.16 DLL.
  • Added: Compare ([Inspect]): NR off against NR on, side by side or with a split line, with a zoom, on the
    final picture or one layer, with debug views (the network's input, output and change, the skin weight, a held
    frame).
  • Added: Diagnostics: what each layer does and costs (split into the network and its processing), video memory
    by network and use with a breakdown, the network residency, an event timeline, and Copy a report (to the
    clipboard and dlssnr-amd\nr-report.txt; nothing is sent anywhere).
  • Changed: the RenoDX style takes less GPU time, with the same output: an SDR frame is processed where it is
    (no copy in and out), the black-level measurement needs fewer passes, a linear HDR frame is read as it is, and
    Detail stability's look pass works out each pixel once.
  • Added: the OSD shows a network being built - also the first build when a game starts - with a progress bar.
  • Added: NR Control warns when the game does not hand NR something it needs (exposure, motion vectors), and when
    a layer keeps switching on and off, with the reasons; a residency panel shows each network's state and
    video memory.
  • Changed: the OSD's cost mode shows each layer's cost split into the network and its processing, and the sums.
  • Changed: [Preprocess] reworked; Inverse chooses how NR's change is put back.
  • Changed: RenoDX style: Detail stability is off by default (it costs GPU time).
  • Changed: wilsjo2 style below 100 % model resolution: the picture is made smaller after encoding with an area
    filter, as OptiScaler-NR does, now also on the ReShade routes; highlights can look a little different from 0.0.7
    there. Downscale = Bilinear before encoding gives the earlier order.
  • Fixed: NR crashing on its first frame and OptiScaler's menu not showing in games for which Proton loads a native
    Vulkan loader.
  • Fixed: wilsjo2 style: dark edges that had lost their colour (outlines of faces) turned red when the highlight
    guard brightened them; they now keep the original colour.
  • Fixed: D3D11 games whose textures are typeless (7 Days To Die): flicker and wrongly coloured light.

GPU time of the network per frame on an RX 9070 XT, measured in game (network only; CC_SMALL_FP8 with
v0.0.6-linux-preview, CC_SMALL_FP8_EXPERIMENTAL with 0.0.8):

1080p 1440p 4K
CC_SMALL_FP8 3.27 ms 5.53 ms 12.67 ms
CC_SMALL_FP8_EXPERIMENTAL 2.90 ms 4.84 ms 11.09 ms

dlssnr-amd.ini is replaced by a fresh default file at install, as before; settings of 0.0.7 are not carried over.

Downloads

  • Linux, 64-bit games: DLSSNR-AMD-Vulkan-Linux-0.0.8-linux-preview-x86_64.tar.gz
  • Linux, 32-bit games: DLSSNR-AMD-Vulkan-Linux-0.0.8-linux-preview-i686.tar.gz
  • Windows: 0.0.7, unchanged

Full Changelog: v0.0.7...v0.0.8-linux-preview

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