renchongyi 发表于 2026-9-12 10:46

dlss5和多帧生成 20260912新版本 RenoDX DLSS5 5.2.1 _ DLSS-G 0.9

本帖最后由 renchongyi 于 2026-9-12 11:18 编辑


RenoDX DLSS5 5.2.1
(RankFTW released this 7 hours ago)

我4070ti使用5.2.1感觉怪怪的,推荐换回4.7版本:
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Release 0.9 — Enhanced Thin-Geometry Interpolation & DLSS-G Quality Improvements
(mavismmg released this 3 hours ago)

Enhanced Thin-Geometry Interpolation & DLSS-G Quality Improvements
Version 0.9 introduces two complementary experimental DLSS-G quality improvements, enabled together by default:

Intermediate Scatter Retention
Validated Warp Blend
These options target different stages of the DLSS-G interpolation pipeline and remain independently selectable in the ReShade addon menu.

Intermediate Scatter Retention
Enabled by default and recommended.

This independently developed implementation relaxes one motion-consistency rejection while DLSS-G constructs motion vectors for intermediate generated frames. The separate depth-mismatch test remains active.

It can preserve more useful motion information for:

Fences and wires
Vegetation
Small moving objects
Character outlines
Weapon edges
Other thin geometry during camera movement
Because retaining additional motion can occasionally preserve an incorrect vector, results may vary between games. Disable this option if a game develops additional trails, ghosting, stretched pixels, or disocclusion artifacts.

Validated Warp Blend
Enabled by default and recommended alongside Intermediate Scatter Retention.

This later-stage mechanism validates warped candidates using:

Coordinate bounds
Invalid-vector sentinels
Finite color values
Agreement between reprojection candidates
Accepted warped color is then trusted gradually rather than being applied unconditionally.

This implementation was informed by Tony Joaca's publicly documented qualityValidWarp work in DLSSG-Transfusion. The implementation in this fork was written independently, uses additional conservative validation, and does not include code or binary payloads from DLSSG-Transfusion.

Why both are enabled
The two mechanisms are complementary:

Intermediate Scatter Retention preserves more motion information while intermediate frames are constructed.
Validated Warp Blend improves how accepted reprojection candidates are used later in the pipeline.
They can still be enabled or disabled separately for per-game troubleshooting.

Safety and compatibility
Exact provider and kernel validation is required.
Currently supports the validated DLSS-G 310.9.0 and 310.9.1 providers.
Unknown or modified providers fail closed and retain the established fallback behavior.
No NVIDIA DLL is modified on disk.
Frame multiplier selection, Dynamic MFG, Reflex, presentation pacing, HDR handling, and UI Composition are not intentionally modified by these quality options.
The previous-to-current scatter experiment remains disabled by default and is not recommended for normal use.
The redirected-fatbin path was also corrected to preserve all kernels and metadata following the modified PTX entry. Memory restoration was hardened to avoid leaving a live provider descriptor pointing to released memory.

Onimusha frame-pacing validation
A 45-second release-candidate capture was completed in Onimusha: Way of the Sword with both quality options enabled.

Test configuration:

GPU: NVIDIA GeForce RTX 4070 SUPER
API: Direct3D 12
Present mode: Hardware Independent Flip
Streamline: 2.10.3
DLSS-G provider: 310.9.1
Fixed multiplier: 4x
Intermediate Scatter Retention: Enabled
Validated Warp Blend: Enabled
Observed results:

Display intervals: 9,312
Average displayed rate: 222.90 FPS
Median display interval: 4.446 ms
P95 display interval: 6.245 ms
P99 display interval: 8.486 ms
Source application frames: 2,347
Generated-frame candidates: 7,036
Observed total-frame cadence: 3.998x
Large source-frame interval outliers: 2
Mean instrumented latency: 19.05 ms
P95 instrumented latency: 26.08 ms
The observed 3.998x cadence is consistent with correct 4x Multi Frame Generation operation. No meaningful frame-pacing regression was observed during this capture.

This is a controlled release-candidate validation, not a claim of universal performance or artifact-free behavior across every game.

After installing or updating the addon, the first launch may perform DLSS-G kernel compilation and exhibit temporary stutter or uneven pacing. Restart the game once before evaluating performance or image quality.



红神话:悟空 发表于 2026-9-12 12:44

{:3_121:}{:3_121:}

windows321 发表于 2026-9-12 23:19

帧数减半,玩1080p么:lol

renchongyi 发表于 2026-9-13 10:10

windows321 发表于 2026-9-12 23:19
帧数减半,玩1080p么

配上多帧生成补丁就行了,黑旗重置我就是dlss5加上四倍通关的,2k可以维持在100fps以上,2077开路径再dlss5再开4倍也能90帧
但这个补丁使用的前提是游戏本身支持帧生成,一些老游戏本身不支持就没办法了,
比如前几天更新的farcry 5,按下F6之后,帧数从90降到50

勇敢爱万有引力 发表于 2026-9-13 17:29

增强的薄几何体插值与DLSS-G画质提升
版本0.9引入了两项相辅相成的实验性DLSS-G画质改进,默认情况下同时启用:

中间散射保留
验证的扭曲混合
这些选项针对DLSS插值处理流程的不同阶段,并且在ReShade插件菜单中仍可独立选择。

中间散射保留
默认启用,推荐使用。

这种自主研发的实现方案在放宽一项运动一致性拒绝条件的同时,由DLSS-G为中间生成帧构建运动矢量。单独的深度不匹配测试仍处于激活状态。

它可以保留更多有用的运动信息,用于:

栅栏和电线
植被
小型移动物体
角色大纲
武器边缘
相机移动时的其他细薄几何体
由于保留额外的运动状态有时可能会导致错误的向量被保留,因此不同游戏之间的结果可能有所不同。如果游戏出现额外的轨迹、重影、像素拉伸或穿模等画面瑕疵,请禁用此选项。

验证的扭曲混合
默认启用,并建议与“中级散射保留”一同使用。

该后期机制通过以下方式对变形候选进行验证:

坐标边界
无效的向量哨兵
有限的颜色值
重投影候选者之间的协议
随后,被接受的失真颜色会逐步得到信任,而非被无条件地应用。

该实现参考了Tony Joaca在DLSSG-Transfusion项目中公开记录的qualityValidWarp工作。此分支中的实现是独立编写的,采用了额外的保守型验证机制,并且不包含来自DLSSG-Transfusion的任何代码或二进制载荷。

为什么两者都已启用
这两种机制是互补的:

中间帧保留散射信息,从而在生成中间帧时保留更多的运动信息。
经过验证的扭曲混合技术能够提升后续处理流程中对已接受重投影候选结果的利用效果。
它们仍然可以针对每款游戏分别启用或禁用,以进行故障排除。

安全与兼容性
必须进行确切的提供商和内核验证。
目前支持经过验证的DLSS-G 310.9.0和310.9.1驱动程序。
未知或已修改的提供程序将采取封闭策略,并保留既定的回退行为。
磁盘上没有NVIDIA DLL被修改。
帧率倍增选择、动态制造频率(MFG)、反射效应、演示节奏控制、HDR处理以及用户界面合成等功能不会因这些画质选项而被有意修改。
前一时刻至当前时刻的散射实验在默认情况下仍处于禁用状态,不建议在常规使用中启用。
重定向的缓存路径也已修正,以在修改后的PTX条目之后保留所有内核和元数据。已强化内存恢复机制,以避免留下指向已释放内存的活动提供程序描述符。

鬼武者帧率同步验证
在《鬼武者:剑之道》中,同时启用两种画质选项的情况下,完成了长达45秒的发布候选版录制。

测试配置:

显卡:NVIDIA GeForce RTX 4070 SUPER
API:Direct3D 12
当前模式:硬件无关翻转
Streamline: 2.10.3
DLSS-G provider: 310.9.1
Fixed multiplier: 4x
Intermediate Scatter Retention: Enabled
Validated Warp Blend: Enabled
Observed results:

Display intervals: 9,312
Average displayed rate: 222.90 FPS
Median display interval: 4.446 ms
P95 display interval: 6.245 ms
P99 display interval: 8.486 ms
源应用程序帧数:2,347
生成的帧候选:7,036
观测到的总帧率:3.998倍
大源框架间隔异常值:2
平均仪器化延迟:19.05毫秒
P95带探针的延迟:26.08毫秒
所观测到的3.998倍帧率与正确的4倍多帧生成功能一致。在此捕获过程中未观察到明显的帧率波动。

这是一项针对候选版本的可控发布验证,并非声称其在所有游戏中都能实现普遍的性能表现或完全无瑕疵的行为。

安装或更新插件后,首次启动时可能会进行DLSS-G内核编译,并可能出现短暂的卡顿或帧率不稳定现象。在评估性能或图像质量之前,请先重新启动游戏一次。

windows321 发表于 2026-9-13 17:32

renchongyi 发表于 2026-9-13 10:10
配上多帧生成补丁就行了,黑旗重置我就是dlss5加上四倍通关的,2k可以维持在100fps以上,2077开路径再dls ...

开帧生成,垂直同步就没了,怎么解决:)

renchongyi 发表于 2026-9-13 17:56

windows321 发表于 2026-9-13 17:32
开帧生成,垂直同步就没了,怎么解决

从来不开,进游戏第一件事就是关垂直同步,用G-sync效果更好

勇敢爱万有引力 发表于 2026-9-13 17:59


renodx-dlss5_4.7汉化版

13572850535 发表于 2026-9-15 10:58

谢谢搬运 但是4.7是不是不能叠开啊 最新版可以叠开?

红神话:悟空 发表于 2026-9-15 11:57

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