github wilsjo2/OptiScaler-DLSSNR-PreSR-Multipass general-per-pass-profiles-facc24f6
[SUPERSEDED] General pre-SR multipass — facc24f6

pre-release16 days ago

Caution

Superseded: this test archive omitted the installer and full backend dependency layout, so it is not suitable for a clean installation. Use the portable cross-generation release instead. It also contains the RTX 20/30/40 runtime instructions and hash checks.

OptiScaler DLSS-NR pre-SR multipass — general experimental package

Source: https://github.com/wilsjo2/OptiScaler-DLSSNR-PreSR-Multipass

Build commit: facc24f61899d68f9271e4f36f375d1186bbbb00

This package is not specific to Baldur's Gate 3. It contains no game executable names, offsets, or game-specific shaders. It is intended for 64-bit games whose DLSS Super Resolution call reaches OptiScaler's Direct3D 12 path, including the project's Direct3D 11/Vulkan-to-DX12 bridges.

What this fork adds

  • Optional Neural Rendering at the DLSS input resolution before Super Resolution.
  • One to three sequential Neural Rendering passes with separate persistent histories.
  • Per-pass built-in model preset and style selection for passes 2 and 3.
  • Automatic post-SR fallback for Ray Reconstruction and unsafe padded/offset input subrects.
  • Overlay controls and matching [DlssNr] INI settings.

The upstream fork already supplied experimental access to NVIDIA's Neural Rendering feature. This fork changes its placement, scheduling, multipass data flow, and configuration.

Installation outline

  1. Close the game and back up any existing proxy DLL and OptiScaler.ini.
  2. Copy OptiScaler.dll, nvngx.dll_dlssnr.dll, and OptiScaler.ini beside the game's executable.
  3. Rename OptiScaler.dll to a proxy name supported by that game and OptiScaler. Follow the upstream OptiScaler installation guidance; loader choice is game-specific. For example, the validated installations used dxgi.dll in BG3/Hogwarts and dbghelp.dll in Cyberpunk because of its existing mod loaders.
  4. Place a legitimate NVIDIA-driver nvngx_dlssnr.dll beside the game or OptiScaler. It is proprietary and is not included here.
  5. Enable the feature in OptiScaler.ini or the in-game OptiScaler overlay (Insert).

Start conservatively:

[DlssNr]
Enabled=true
RunBeforeSR=true
Passes=1
WorkingScale=1.0

Then enable mixed pass profiles if wanted:

Passes=3

; Pass 1
Preset=0
Style=0

; Pass 2: preset 1, Natural style
Pass2Preset=1
Pass2Style=1

; Pass 3: preset 2, Cinematic style
Pass3Preset=2
Pass3Style=2

Pass2* and Pass3* use auto to inherit pass 1. Presets are 0–3. Styles are 0 standard, 1 natural, and 2 cinematic. These are profiles within the same NVIDIA model DLL; this build does not load different model files between passes.

Compatibility limits

  • Validated on an RTX 5090 with driver 616.64 in BG3, Hogwarts Legacy, and Cyberpunk 2077. Other games and hardware remain unverified.
  • Pre-SR and multipass currently apply to the DX12 implementation and its DX11/Vulkan bridges. Native Vulkan retains the upstream post-SR implementation.
  • Ray Reconstruction deliberately stays post-SR.
  • Games must provide valid colour, depth, motion vectors, render dimensions, and command-submission ordering through their upscaler integration.
  • Multiple swapchains, unusual loaders, anti-cheat, or another proxy DLL can require per-game workarounds. Do not use injection mods in protected multiplayer games unless the game's policy explicitly permits them.
  • Pass cost is approximately linear. Begin with one pass; increase only after confirming stability.

This is experimental, unsupported software. The custom binaries are unsigned. Verify SHA256SUMS.txt, retain security protection, and scan the extracted files before use.

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