sdli1995/dlssg_for_sm86

Here is a dlssg for RTX30 Series GPU

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中文 · English 在 RTX 30 系列(SM86)和 RTX 20 系列(SM75)上启用 NVIDIA DLSS 帧生成(DLSS-G),并提供 RTX 30 / 20 上的 DLSS 超分 INT8 加速。Windows x64 / D3D12,运行文件为 version.dll、dlssgsm86.ini 和 dlssgsm86\ 目录。 详细账本见仓库 docs/COMPAT.md 的 C95–C131;每个条目都写了现象、根因、修法与钉住它的测试。 本版只有一个发布版本(随包运行库 310.9.16,最高 6X)。0.3.5 的两个版本(310.9 / 310.1)在 archive\0.3.5\。 帧生成自身的本地显存增量(预热后减去创建特性前,向上取整到 10 MiB,310.9 版、最优内核)。该增量只随输出分辨率变化,与倍率无关:2X 与 6X 占用相同,倍率不额外占用显存。 同高度不同宽度的占用接近(按输出像素数计)。该值为帧生成自身增量,不含游戏本体与合成输入纹理。Engine=XeSS 时整机专用显存比 DLSS-G 多约 410–530 MiB(RTX 3070,4K 输出,五款游戏实测)。 第一次装 mod 的,照完整包根目录的安装手册 MANUAL.html(英文 MANUAL.en.html)一步一步做。简要步骤: 出厂 dlssgsm86.ini 里玩家可能要改的开关: 其余诊断/兼容项取安全默认、不在出厂文件中,完整清单见 docs/INSTALL.md。某个键写错时只有那个键回退到默认值并记一条 configurationwarning,不会关掉整个 mod。 本项目自己的 DLL 都做了代码签名:根目录的 version.dll、alternatives\ 下五个备用代理,以及 dlssgsm86\ 下的后端和三个资源包(帧生成内核、超分内核、XeSS 模型),共 10 个;dlssgsm86\ 里 NVIDIA 的运行库与超分文件保留 NVIDIA 自己的签名。自签名证书仅验证签名者身份与文件完整性,不提供 Windows 默认信任;首次运行 Windows SmartScreen 仍可能提示「未知发布者」——这是基于信誉的提示,与杀软报毒是两回事。本次使用自签证书 CN=DLSSG for SM86 (self-signed),SHA-1 指纹 85BA66762F851E49148D706915D09026281418E6;可在文件属性→数字签名或用 signtool verify /pa 核对签名者与指纹。 下面的数都来自本项目自己的计时(每次 Evaluate 前后的 D3D12 时间戳,或 [Logging] FrameTiming 日志)。离线 GPU 毫秒数衡量的是帧生成 / 超分自身的开销,不等于游戏内帧率增幅。 RTX 3070,驱动 617.14,0.4.0 测试包完整运行(runall)。游戏里录下的输入(赛博朋克 2077、黑神话:悟空)经完整路线回放(代理 → 后端 → NVIDIA 运行库 310.9.16 或 XeSS 引擎);每次运行去掉前 4 个真实帧,4 轮所有帧取中位数。单位为每个生成帧的 GPU 毫秒数,括号为对 DLSS 默认的变化(负数 = 更快)。DLSS 默认 = 出厂 INI(Optimized=2、Preset=Auto);原厂内核 = Optimized=0。 2X 4X(每个生成帧 = 一个真实帧的 3 次 Evaluate 之和 ÷ 3):赛博朋克 2077 4K…

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Read the full README ↗ · Preview checked 2026-10-29T18:27:36.839Z

Inside the original README — Document outline
  1. DLSSG for SM86(Proxy)- 0.4.1 版本
  2. 本次更新说明
  3. 0.4.1
  4. 0.4.0
  5. 0.3.5
  6. 0.3.4
  7. 0.3.3
  8. 0.3.2
  9. 0.3.1
  10. 0.3.0
  11. 与公开 0.4.0 版的区别(摘要)
  12. 声明与后续计划

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Here is a dlssg for RTX30 Series GPU

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sdli1995
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4,310
Forks
238
Open issues + pull requests
167
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Created
2026-09-07T16:16:48.000Z
Last push
2026-09-19T20:03:40.000Z

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