Offer DLSS multi frame generation at 2x, 3x and 4x.

framegen_multiplier (2, 3 or 4, live) sets how many frames the display gets per rendered frame while NVIDIA DLSS frame generation runs, and a DLSS multiplier row under Frame generation in the Screen tab sets it. nx2navi_dlssg.dll now passes that count to Streamline and reports the GPU's limit (numFramesToGenerateMax) through a new optional export, nx2sl_frames_max; with an older DLL the game keeps to 2x. A value above the limit is clamped to it with a log line, and the menu lists only what the GPU and driver allow, with a note saying why the rest are missing. The Frame generation row now says "in use: off" and why when DLSS frame generation was set but does not run.

The pacer divides the frame limit by the multiplier in effect, as it already halved it for FSR 3.1, so the display gets the limit and VSync at the display's rate drops no generated frames; RivaTuner Statistics Server stays out while DLSS frame generation runs, since it counts generated frames. With DLSS 2x a limit of 60 now shows 60 on screen instead of 120.

nx2navi_dlssg.dll has to be rebuilt (tools/build_dlssg.py) for 3x and 4x.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
chrg6
2026-11-09 11:58:47 -05:00
parent 26eb249026
commit c745a9ef2f
13 changed files with 244 additions and 31 deletions

View File

@@ -108,8 +108,9 @@ beside the game.
"Preparing shaders" once while the driver rebuilds them. With a driver that has Vulkan's graphics pipeline library
it lasts at most about 20 seconds once the shaders are translated, and the remaining pipelines are built in the
background while you play.
- **Screen** in the menu has Upscaling (DLSS on NVIDIA RTX cards, FSR 3.1 on any card), Frame generation (FSR 3.1; it
needs DLSS or FSR 3.1 upscaling on), HDR (the game's picture tone mapped to your display, with its own grading rows, or Native, the game's own HDR; turn HDR on in Windows first) and the
- **Screen** in the menu has Upscaling (DLSS on NVIDIA RTX cards, FSR 3.1 on any card), Frame generation (NVIDIA DLSS
on RTX 40 and 50 cards, with a DLSS multiplier of 2x, or 3x and 4x on RTX 50 cards; FSR 3.1 on any card; it needs
DLSS or FSR 3.1 upscaling on, and the frame limit then counts the frames on screen), HDR (the game's picture tone mapped to your display, with its own grading rows, or Native, the game's own HDR; turn HDR on in Windows first) and the
resolution. Those marked "after restart" take effect when the game starts again.
- **Controls** in the menu has Button prompts: the game's own, or Xbox, PlayStation or keyboard and mouse ones when
the build drew them (a kit with `prompt-art`). It takes effect after a restart. The keyboard and mouse prompts show