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Opublikowano
10 godzin temu, Hard Reset napisał(a):

Najnowszy CoD 4, odpaliłem z Mochizuki 0.0.7 Model B, na AMDNR 0.3.5.8R10.

1440p, RT, FG, FSR4 Q, z włączonym NR płynność raczej średnia, widać po FPS z FG.

RT + NR, to się nie mogło udać xD Nawet na RTX 5070 Ti nie miałbyś w takich warunkach dobrej płynności.

Opublikowano (edytowane)
1 godzinę temu, tomcug napisał(a):

RT + NR, to się nie mogło udać xD Nawet na RTX 5070 Ti nie miałbyś w takich warunkach dobrej płynności.

Ale wiesz co dziwnego zauważyłem ? Że czysta gra bez instalacji AMDNR działa wolniej niż po instalacji moda . W testowym miejscu gra bez moda 98FPS a po instalacji moda ~115FPS %-) bez włączania DLSS5 NR.  

Edytowane przez Hard Reset
Opublikowano

Nowa wersja moda od Daniela .

 

Alpha 0.9.0-pre1
New DLSS-SR presets K and J (DLSS 4 transformer). Auto now picks K, M or L per mode, like NVIDIA
New DLSS-NR model CC, 40-80% faster. Requires DLSS-NR 310.9.16 or later
New DLSS-FG preset C (Lite), 100% faster
Added RDNA2 support for DLSS-SR, RR, and FG (I could only test this on an emulated RDNA2 card, report if you find any issues)
Upgraded the bundled FSR to 4.1.1 and FSR-FG to 4.0.1
Added support for driver-upgraded FSR 4.1.2 and FSR-FG 4.0.2
Multiple performance improvements across all networks
Reduced the mod size by 40%

DLSS-FG on AMD mod
Added support for up to x6 MFG, requires a game with Streamline 2.14 or later
Added support for the new DLSS-FG Lite model (preset C), 100% faster than A and B
New DLSS-FG multiplier settings: the game's choice, Fixed x2 to x6 or Dynamic (picks the largest multiplier that fits your display's refresh rate)
4% performance improvement over v0.8.0
Added a new Fast mode (12% faster than Reference)
FSR Frame Generation can now be used with DLSS inputs (x2)
DLSS Frame Generation can now be used with FSR inputs (x2)
Switching the frame generation provider no longer needs a game restart
Added software path for PCs without hardware GPU scheduling (HAGS)
Clearer overlay status: which generator and multiplier are running, what limits them, and whether the frame rate fits your display

DLSS-NR on AMD mod
New CC model, 40-80% faster than HT
5% performance improvement over v0.8.0 in Fast mode
7% performance improvement over v0.8.0 in Reference mode
 
DLSS-RR on AMD mod
11% performance improvement over v0.8.0
Transparency effects like rain, smoke, lasers and liquids are no longer missing in games that pass them separately (e.g. Cyberpunk)
Much less stutter when the game changes resolution
Fixed a VRAM leak when switching upscalers multiple times

DLSS-SR on AMD mod
12% performance improvement over v0.8.0
Ported models K and J
No more stutter on the first frame, and much less when the resolution changes

NeuralHub
The game page now shows which inputs each game offers (DLSS, FSR, XeSS)
Faster startup
Smaller installer
Fixed crashes on unusual game files

Stability
Fixed device hangs with DLSS-SR / DLSS-RR in RE Engine games (Pragmata, RE9, Dragon’s Dogma 2)
Fixed a crash at start in Star Wars Jedi: Survivor with the GPU spoof
Fixed a crash at start in Forza Horizon 6 (Microsoft Store)
Fixed a crash in Spider-Man 2 with the GPU spoof
Games no longer report the spoofed NVIDIA driver as outdated (Crimson Desert, Spider-Man)
DLSS is now offered in Unreal games that keep their DLSS files in plugin folders (no manual NgxStandIn needed)
Fixed a random crash at game start in games that use XeSS (e.g. Cyberpunk)
Fixed a crash when the system DLL the mod forwards to fails to load
Many small fixes and clearer log messages

If your game supports DLSS-FG, I recommend selecting that in the game settings instead of FSR-FG


Known issues:
The overlay can register double key presses under heavy game loads
NR can be aborted on slow iGPUs
Some DLSS-SR presets don't work at some resolutions
The Reflex to Anti-Lag 2 mapping has been temporarily disabled during FG due to performance issues
Selecting a large DLSS-FG multiplier can cause lag in some games
Cyberpunk forces V-Sync off when DLSS-FG is enabled

Opublikowano (edytowane)

Nowa wersja od TheAutomatic , przynosi silnik Mochizuki w wersji 0.0.8.2.

A chyba projekt Mochizuki znikł z githuba, bo nie mogę znaleźć .

 

 

 

v1.14.0 (vs v1.13.4.3)

Major release: Mochizuki 0.0.8.2 official ASI takeover for Neural Rendering, 4-network model lifecycle support, launcher MZ4 share/import code system, and comprehensive UI localization and installer fixes.

Mochizuki 0.0.8.2 Official ASI Takeover & 4 Networks

Official ASI Takeover: Integrated official dlssnr-amd.asi for NR processing. The host Ins menu gracefully redirects to the native NR Control menu toggled via End; FSR Super Resolution, Ray Reconstruction (RR), and Frame Generation (FG) operate seamlessly.

Four-Network Architecture: Full support for small, experimental, original, and int4 models. The launcher automatically derives secondary models with dependency locks ensuring required base models remain selected.

Launcher & MZ4 Style Code System

Single-Line MZ4 Share Code: Export and import settings via compact Base64 codes with schema coverage across multi-layer pipelines, RenoDX / wilsjo2 parameters, and presets.

Diff Preview & Reset Tracking: Import dialog features compact summaries, capped 30-entry side-by-side diff previews, and explicit warnings for default reset values.

Standalone ASI INI Tools: Direct file export and import buttons in the launcher for dlssnr-amd.ini to streamline configuration backups and sharing.

Localization & Setup Refinements

Language Sync & Preference Retention: Overwrite installs follow the launcher language (zh-CN / English); kept installs strictly preserve existing user preferences (including explicit empty English defaults).

Terminology Polish & Prompts: Standardized upscaler terminology; placement options labeled as Before the upscaler (higher FPS), After the upscaler, and Present; adopted industry-standard Pass / Passes; missing model prompts direct to launcher extraction.

Known Issues

Ray Regeneration is experimental and off by default; switching RR/SR modes relies on NGX feature recreation.

Most games need DXGI spoofing to expose DLSS/RR options; some titles may report unsupported GPUs with spoofing active.

Experimental and INT4 models require specific hardware instruction sets (RX 9000 series recommended).

RenoDX cannot be combined with person protection; Linux/Proton support is experimental.

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Edytowane przez Hard Reset
Opublikowano

Nowa wersja moda od Wehaveall , ponoć duży przyrost wydajności w porównaniu z innymi modami. Trzeba będzie sprawdzić ;)

https://github.com/Wehaveall/AMDLSS5/releases

 

AMDLSS5 2.0

The biggest update so far. The mod now runs on its own engine, it is much faster, and three more games are supported.

Performance

New engine: the mod now runs on its own engine, written for this project. It no longer depends on any other mod's files.

Faster: in Resident Evil Requiem (same scene, 60 s, 4K, FSR, RX 9070 XT), 2.0 runs at 101.2 FPS on average (1% low 78.5): +64% FPS and +41% on the 1% low compared with other mods (61.6 FPS, 1% low 55.5), and +11% FPS and +19% on the 1% low compared with 1.6.1 (91.3 FPS, 1% low 66.0).

Fewer small periodic hitches: network results reach the screen faster.

FPS limit in steps of 5, up to 240 FPS.

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