Repository navigation
NR: restore 200% model raster and add D3D12 inspection hold - #2
Open
grim-susemi wants to merge 2 commits into
Open
grim-susemi wants to merge 2 commits into
grim-susemi wants to merge 2 commits into
Conversation
The Unlock MFG on RTX 40 checkbox and patch-status lines sat inside the dlssgGameDMFGSupported block, so games/SL versions reporting no Dynamic MFG hid the entire unlock UI. Move the unlock section out of that gate; keep only the DMFG FPS-target slider gated. Patch logic untouched.
Model resolution slider and both runtime caps go back to 25-200%. Hold frame is a new transient D3D12 inspection hold: the next successful frame's proxy, model answer and original are snapshotted together, Compare and Debug stay interactive, and the model does not run again until Resume. Session-only, no config or INI change. Caveat: above 100% the box-area upsample replicates source pixels with a bilinear resolve, so 200% costs four times the model pixels without adding game geometry samples. GPU runtime unverified.
SirenBrink
pushed a commit
to SirenBrink/OptiScaler_DLSSNR_Multipass_MFG_FFXIV
that referenced
this pull request
Sep 10, 2026
…ion swapchain handling
This branch has not been deployed
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Restores the 200% model raster cap and adds a transient D3D12 inspection Hold frame.
200pct (3 files): Model resolution slider and deferred commit go 100 to 200 in DlssNr_Menu.cpp; runtime caps 1.0f to 2.0f in DlssNr_Dx12.cpp and DlssNrFeature_Vk.cpp. No config, INI, forwarder, or shader-filtering change.
Hold frame (3 files, new design, no history to cherry-pick): Hold frame / Resume / Cancel hold control beside Capture 8 frames in DlssNr_Menu.cpp; InspectionHoldState request/query/release API in DlssNrFeature_Dx12.h; matched GPU snapshot with inspection-only resolve while held, history reset on resume, capture serialized in DlssNr_Dx12.cpp. Session-only, no config or INI change. D3D12 only; unavailable on native Vulkan and the proxy path.
Known caveat: above 100% the box-area upsample replicates source pixels with a bilinear resolve, so 200% costs four times the model pixels without adding game geometry samples. GPU runtime unverified. Release x64 build: 0 errors, OptiScaler.dll 25917440 bytes, SHA-256 E6C7C6ED6DC4BB4DC399E55FD7064CDD4987E1BC8FEB888F5BA299819479EE5D.