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passive skill tree planning, gear and skill planning, and character import from the game.",{"description":188,"readmeHtml":189},"A proxy DLL that enables DLSS frame generation and INT8 super resolution on RTX 30 and 20 series GPUs in Windows D3D12 games.","\u003Ch2 id=\"project-overview\">Project Overview\u003C\u002Fh2>\u003Cp>When you want DLSS frame generation on an RTX 30 series (SM86) or RTX 20 series (SM75) card, the feature is not officially available; this project routes the official runtime into the game through a proxy DLL. Place \u003Ccode>version.dll\u003C\u002Fcode> next to the game&#39;s rendering executable and the game&#39;s NGX calls are handed to the bundled 310.9.16 runtime, enabling 2X to 6X frame interpolation plus optional INT8 super resolution. The current version is 0.4.1; the repository only ships installers and update information, not application source code.\u003C\u002Fp>\n\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Item\u003C\u002Fth>\n\u003Cth>Value\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>Version\u003C\u002Ftd>\n\u003Ctd>0.4.1, runtime 310.9.16\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Platform\u003C\u002Ftd>\n\u003Ctd>Windows 10 \u002F 11 x64, D3D12\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>GPUs\u003C\u002Ftd>\n\u003Ctd>RTX 30 series SM86, RTX 20 series SM75\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Package\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>version.dll\u003C\u002Fcode>, \u003Ccode>dlssg_sm86.ini\u003C\u002Fcode> and the \u003Ccode>dlssg_sm86\u002F\u003C\u002Fcode> folder\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Driver\u003C\u002Ftd>\n\u003Ctd>NVIDIA R580 or newer\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003Cblockquote>\n\u003Cp>No new GPU needed: one proxy DLL bridges the official frame generation runtime onto RTX 30 and 20 series cards.\u003C\u002Fp>\n\u003C\u002Fblockquote>\n\u003Ch2 id=\"key-features\">Key Features\u003C\u002Fh2>\u003Cul>\n\u003Cli>\u003Cstrong>Frame multiplier\u003C\u002Fstrong>: \u003Ccode>MaxGeneratedFrames\u003C\u002Fcode> ships at 3 for 4X, raise it to 5 for 6X, with the actual factor requested by the game and capped by the runtime\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Kernel tiers\u003C\u002Fstrong>: \u003Ccode>[DLSSG] Optimized\u003C\u002Fcode> offers levels 0 to 3, where 0 is the untouched vendor kernel and 2 is the default\u003C\u002Fli>\n\u003Cli>\u003Cstrong>FG Lite preset\u003C\u002Fstrong>: \u003Ccode>[DLSSG] Preset\u003C\u002Fcode> accepts A \u002F B \u002F C, and C cuts per-generated-frame GPU time by about 30% at 2X\u003C\u002Fli>\n\u003Cli>\u003Cstrong>XeSS engine\u003C\u002Fstrong>: \u003Ccode>[FrameGeneration] Engine=XeSS\u003C\u002Fcode> switches to a port of Intel model 15 multi-frame generation with 2X \u002F 3X \u002F 4X\u003C\u002Fli>\n\u003Cli>\u003Cstrong>INT8 super resolution\u003C\u002Fstrong>: setting \u003Ccode>[SuperResolution] Mode\u003C\u002Fcode> to \u003Ccode>M-INT8\u003C\u002Fcode> or \u003Ccode>L-INT8\u003C\u002Fcode> swaps the FP16 kernels of the same preset for INT8 ones\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Proxy fallbacks\u003C\u002Fstrong>: when a game ignores \u003Ccode>version.dll\u003C\u002Fcode>, rotate through \u003Ccode>winmm.dll\u003C\u002Fcode>, \u003Ccode>dbghelp.dll\u003C\u002Fcode>, \u003Ccode>dinput8.dll\u003C\u002Fcode>, \u003Ccode>dxgi.dll\u003C\u002Fcode> and \u003Ccode>d3d12.dll\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Logging and timing\u003C\u002Fstrong>: the text log lives at \u003Ccode>dlssg_sm86\u002Flogs\u002Fdlssg_sm86.log\u003C\u002Fcode>, and \u003Ccode>[Logging] FrameTiming=1\u003C\u002Fcode> writes \u003Ccode>frame_timing.txt\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Config tolerance\u003C\u002Fstrong>: a mistyped key only falls back to its default and logs \u003Ccode>configuration_warning\u003C\u002Fcode>, the whole component stays on\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"configuration-keys\">Configuration Keys\u003C\u002Fh2>\u003Cul>\n\u003Cli>\u003Cstrong>\u003Ccode>[DLSSG] Optimized\u003C\u002Fcode>\u003C\u002Fstrong>: kernel level 0 to 3, default 2, level 1 is bit-identical to the official output and level 3 enables every lossy path\u003C\u002Fli>\n\u003Cli>\u003Cstrong>\u003Ccode>[DLSSG] Preset\u003C\u002Fcode>\u003C\u002Fstrong>: only A \u002F B \u002F C remain, default A\u003C\u002Fli>\n\u003Cli>\u003Cstrong>\u003Ccode>[FrameGeneration] MaxGeneratedFrames\u003C\u002Fcode>\u003C\u002Fstrong>: default 3 means 4X, 5 means 6X, and the XeSS engine accepts 1 to 3\u003C\u002Fli>\n\u003Cli>\u003Cstrong>\u003Ccode>[SuperResolution] Mode\u003C\u002Fcode>\u003C\u002Fstrong>: \u003Ccode>Off\u003C\u002Fcode>, \u003Ccode>M-INT8\u003C\u002Fcode>, \u003Ccode>L-INT8\u003C\u002Fcode>, \u003Ccode>M-FP16\u003C\u002Fcode> or \u003Ccode>L-FP16\u003C\u002Fcode>, default \u003Ccode>Off\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>\u003Cstrong>\u003Ccode>[XeSSFG] FlowResolution\u003C\u002Fcode>\u003C\u002Fstrong>: defaults to \u003Ccode>Middle\u003C\u002Fcode>; \u003Ccode>CoarseAt4K\u003C\u002Fcode> switches to \u003Ccode>Coarse\u003C\u002Fcode> once output reaches 3840×2160\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"target-audience\">Target Audience\u003C\u002Fh2>\u003Cul>\n\u003Cli>RTX 30 series owners\u003C\u002Fli>\n\u003Cli>RTX 20 series owners\u003C\u002Fli>\n\u003Cli>Single-player gamers chasing higher frame rates\u003C\u002Fli>\n\u003Cli>Advanced users comfortable editing INI files\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"quick-start\">Quick Start\u003C\u002Fh2>\u003Col>\n\u003Cli>Quit the game completely and open the folder holding its rendering executable, for example \u003Ccode>...\u002Fb1\u002FBinaries\u002FWin64\u002F\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>Delete leftover proxy DLLs from older versions (\u003Ccode>version.dll\u003C\u002Fcode>, \u003Ccode>winmm.dll\u003C\u002Fcode>, \u003Ccode>dbghelp.dll\u003C\u002Fcode>, \u003Ccode>dinput8.dll\u003C\u002Fcode>, \u003Ccode>dxgi.dll\u003C\u002Fcode>, \u003Ccode>d3d12.dll\u003C\u002Fcode>) and the old \u003Ccode>dlssg_sm86.ini\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>Copy \u003Ccode>version.dll\u003C\u002Fcode>, \u003Ccode>dlssg_sm86.ini\u003C\u002Fcode> and the whole \u003Ccode>dlssg_sm86\u002F\u003C\u002Fcode> folder, backing up any file with the same name\u003C\u002Fli>\n\u003Cli>Launch the game, enable DLSS frame generation in the graphics settings and pick 2X \u002F 3X \u002F 4X\u003C\u002Fli>\n\u003Cli>For 6X, change \u003Ccode>[FrameGeneration] MaxGeneratedFrames\u003C\u002Fcode> to 5\u003C\u002Fli>\n\u003Cli>Open \u003Ccode>dlssg_sm86\u002Flogs\u002Fdlssg_sm86.log\u003C\u002Fcode> and confirm an \u003Ccode>install\u003C\u002Fcode> entry appears\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Ch2 id=\"system-requirements\">System Requirements\u003C\u002Fh2>\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Item\u003C\u002Fth>\n\u003Cth>Requirement\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>OS\u003C\u002Ftd>\n\u003Ctd>Windows 10 \u002F 11 x64\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Graphics API\u003C\u002Ftd>\n\u003Ctd>Direct3D 12\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>GPU\u003C\u002Ftd>\n\u003Ctd>RTX 30 series (SM86) or RTX 20 series (SM75)\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Driver\u003C\u002Ftd>\n\u003Ctd>NVIDIA R580 or newer, CUDA 13.0 based\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Other\u003C\u002Ftd>\n\u003Ctd>No CUDA Toolkit and no Python required\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003Ch2 id=\"notes\">Notes\u003C\u002Fh2>\u003Cul>\n\u003Cli>\u003Cstrong>One proxy only\u003C\u002Fstrong>: keeping \u003Ccode>version.dll\u003C\u002Fcode> and a fallback DLL from \u003Ccode>alternatives\u002F\u003C\u002Fcode> side by side makes them collide\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Clean before upgrading\u003C\u002Fstrong>: old and new layouts differ, so overwriting leaves stale runtime files and dead INI keys\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Super resolution lives in the full package\u003C\u002Fstrong>: \u003Ccode>sr_kernels.dll\u003C\u002Fcode> exceeds the GitHub per-file limit and ships only inside the Release archive\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Self-signed build\u003C\u002Fstrong>: the certificate is \u003Ccode>CN=DLSSG for SM86 (self-signed)\u003C\u002Fcode>, so Windows may show an unknown publisher prompt on first run\u003C\u002Fli>\n\u003Cli>\u003Cstrong>VRAM cost\u003C\u002Fstrong>: about 350 MiB at 1080p, 540 MiB at 1440p and 810 MiB at 4K, independent of the interpolation factor\u003C\u002Fli>\n\u003C\u002Ful>\n",1794593808522]