DLSS Super Resolution (and DLAA) via the user-built shim, with Ray Reconstruction as an Auto / On / Off option #962
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sky_line/Slipstream#962
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Follow-up to #870 (DLSS Ray Reconstruction, option B: MIT shim + user-supplied NVIDIA SDK).
Why
Ray Reconstruction (RR) upscales and replaces the ray-tracing denoisers. It pays off when noisy RT signals are on (RT reflections, GI, ReSTIR DI), but with ray tracing off -- or with only RT shadows, whose own denoiser is cheap -- it costs more than plain upscaling and gives nothing back. DLSS Super Resolution (SR) is the cheaper network that lifts weaker RTX cards (20 / 30 series) without ray tracing. Today those users only have FSR.
Wanted
contrib/ngxshimgains the SR feature (NGX DLSS,nvngx_dlss) next to RR (nvngx_dlssd): create / evaluate / release, the same C ABI style, a bumped shim version, capability query per feature (so a user with only one NVIDIA library still gets the other). No NVIDIA code or binaries in the repo or CI (option B rules stand).RenderVKDlssRayReconstruction0 off / 1 on / 2 auto, default auto), enabled only when DLSS is selected.RenderVKUpscaler7-11 (RR modes) become DLSS at the same quality level with RR on, so existing users see no change.wiki/docs/dlss-rr.md(website repo) updated: RR works on all RTX cards (20-series+) and is aimed at ray-tracing setups; SR for raw FPS without ray tracing; which NVIDIA library each needs.Test
nvngx_dlsspresent: SR works, RR option greyed; onlynvngx_dlssd: RR works, SR greyed.RenderVKUpscaler7-11 migrate to DLSS + RR on.Fixed in 1.5.0 Beta 1 (
5823b0575d). Reopen if you still see it.