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Статус: Не в сети Регистрация: 13.01.2004 Откуда: Иркутск
почитал что такое. говорят может быть медленно, но вот вопрос - что быстрее, DSRx4(или SSAA) или сабж? в первых двух можно включить обсчет в более высоком разрешении с масштабированием до текущего, заодно узнать как будет тормозить ваша игра если вы купите монитор 4к(или 2к), но если рассчетов в четыре раза больше то что будет с dlaa
(0.200.3) improved how wrapped functions call back to original functions, helps fix crashes on certain games
(0.200.3) moved OverrideAppId to DLSSPresets section
(0.200.3) added ResolutionOffset setting to INI, allows offsetting the DLAA resolution by certain amount, for games that don't like DLAA working at full resolution (eg. Crysis 3 & RE Engine games...)
now supports wrapping the nvngx.dll file itself, via exported wrapper functions (this requires signature checks to be disabled via EnableSignatureOverride.reg)
improved code so that nvngx.dll wrapper method & the older hooking methods can both share the same logic
improved OverrideDlssHud hook to let it work across more versions of DLSS
UltraQuality override: allows setting a value for the normally-unused UltraQuality setting, most games don't support this, but a small number may detect the overridden value & make an Ultra Quality setting available to use (eg. Hogwarts Legacy)
OverrideDlssDll setting: can override the path that DLSS will be loaded from, may help with games that don't allow the included nvngx_dlss.dll file to be modified (eg. with RGL launcher), so you could set this to make it load DLSS from a different path instead
reorganized hooks into separate namespaces for each DLL that we apply changes to (nvngx & nvngx_dlss)
uses better method to watch for DLSS DLLs being loaded in, using LdrRegisterDllNotification instead of LoadLibrary hooks, reduces chances of issues with other DLL plugins
changed priority of ForceDLAA vs DLSSQualityLevels, values set in DLSSQualityLevels will now always override the ForceDLAA setting, if the section is enabled.
improved support for older drivers that might be missing certain DLSS functions
changes how hooks are performed: instead of our DLL handling the hook install / removal ourselves (needing us to keep track of the DLL loads/unloads), we instead just hook the DllMain of the module being hooked, which lets us know when the module is loaded/unloaded without needing any bookkeeping - this should help with games that might load & unload the DLSS modules during runtime
updated to newer safetyhook to improve stability of code hooks
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