资深玩家
  
- 贡献度
- 2720
- 金元
- 52171
- 积分
- 16157
- 精华
- 6
- 注册时间
- 2007-12-3
|
本帖最后由 renchongyi 于 2026-9-12 11:18 编辑
renodx-dlss5_5.2.1.zip
(281.28 KB, 下载次数: 248)
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:
v4.7-renodx-dlss5.addon64.zip
(617.36 KB, 下载次数: 172)
------------------------------------------
renodx-mfgunlock.zip
(226.25 KB, 下载次数: 105)
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.
|
评分
-
1
查看全部评分
-
|