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NR-PIPELINE-UI.md

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NR pipeline controls

Click a chart box to open its settings. Linear routes use one column; a separate edit branches and rejoins where applied. Muted boxes show game stages. The chart shows configuration; runtime status reports execution or fallback. Inspect NR is collapsible below the chart.

Controls Purpose
Enable NR / Apply model Stop NR work / hide its edit while still evaluating
Generate model before upscale Run on the active input before SR or RR+SR
Generate before upscale, apply after upscale Process a separate edit; forces early generation
Apply NR to the finished picture Apply after game effects/HUD, directly or using the early edit
Prepare NR input Model resolution, scaling filters, enlargement, HDR mapping and exposure
Exposure calibration Scan candidate, white-point anchors, inversion and trim
NR model Pass count and per-pass style, intensity, local structure/tone, skin structure and auto mask
Apply NR edit Detail/colour strength, highlight guard and optional skin/environment filter
Inspect NR Hold, comparisons, wipe/zoom, labels and debug views

Ordinary routes run prepare → model → compose together before or after SR/RR. Finished-picture mode puts them after effects/HUD. Separate-edit routes leave the game input clean and join after SR/RR or at presentation. Depth/motion are guides, not colour stages; the chart does not configure FG.

The pass selector shows 1 in muted green and 2 in muted red, scaled with HDR text brightness. Later passes inherit pass 1 except local tone (default zero); reset clears overrides. Sliders commit on release. Preset hints remain advanced because their effect is unverified.

The model node is green. Timing shows measured NR GPU elapsed time plus estimated remaining frame time, using real DXGI frames rather than generated frames. Overlap can make NR time exceed the frame interval; the bar then reports overlap. It is not an additive workload measurement.

Hold freezes input and guides for early/deferred processing; early-to-finished mode also holds one clean final image across presentation slots. It does not pause the game. See hold limits, bridges and enlargement.

Offscreen ImGui/WARP checks covered all routes, selection, wrapped labels, forced controls and timing overlap. GPU/proxy checks covered held inputs, rotating resources and restoration after failure. Live results describe the narrower game coverage.