Open emoose opened 8 months ago
There is also still the preset error from 3.5.10 in 3.6.0, no matter the game.
[2024-03-22 07:47:18.711] [warning] nvngx_dlss: failed to hook DLSS3.1.11+ preset selection code, presets may act strange when used with customized DLSSQualityLevels - recommend using DLSS 3.1.11 / 3.1.30!
Download REFramework, which enable dll hooking, otherwise the game crashes. You still can't force DLAA, instead need to use Quality scale with 0.999, in this way you don't need to force anything globally.
Would probably recommend sticking to 3.5.11 for now, though there have been some DLSS-RR 3.7 DLLs released, maybe the DLSS 3.7 version might have this fixed already.
Does seem to be fixed in 3.7.10
Dead Rising Deluxe Remaster suffer from the same issue
E: apparently using REFramework can stop the game from crashing with tweaks named as dxgi/winmm/xinput1_3, not sure if nvngx.dll works with it though.
Really the DLSS support in this game isn't all that useful imo since game is much more CPU heavy than GPU, meaning DLSS would have little effect...
Framegen would help it a lot more, but seems they hadn't added full support for that yet and forcing it with mods can make game unstable, hopefully it'll be added officially soon.
Seems there's a crash when tweaks is used with dragons dogma, winmm/xinput1_3 just fail to launch, while nvngx lets it start but hangs after a bit...
You can use ConfigTool to set GlobalForcedScale 0.999 in the nvidia profile to get it close to DLAA though (don't use GlobalForceDLAA, seems to stop game from rendering properly, iirc other RE engine games also had issues with full-res DLAA too)
Should work fine with the 3.5.x DLSS included with DD2, unfortunately the new 3.6.0 DLSS DLL doesn't seem to work with the global settings any more though, not really sure why since all the code still seems included in there, maybe they've added some new check before it's used.
E: looking into 3.6.0 more, seems NV tried adding code so that DLSS settings can be set per-app, instead of only allowing it globally like 3.5.11 and older.
Unfortunately appears the code they added doesn't work properly, seems to be passing only the EXE filename to NvAPI to fetch the nvidia profile instead of the full path to the EXE (as NvAPI docs recommend using...), this means if you added the profile in NVCP by browsing for the game EXE, DLSS 3.6 won't be able to find the settings for it... (fyi this issue is also why my NvTrueHDR tool asked you to provide the full EXE path if you added it in NVCP)
If a game profile already exists for the game in NVCP then you might be able to add settings for it with inspector, but any custom apps added in NVCP won't be able to work with it.
Also seems these changes they made have stopped any kind of "global settings" from working, DLSS 3.6 will only try searching for the exe filename and bail out if it doesn't exist, doesn't seem to bother trying to check global/base profile at all now...
Would probably recommend sticking to 3.5.11 for now, though there have been some DLSS-RR 3.7 DLLs released, maybe the DLSS 3.7 version might have this fixed already.
(TL;DR: they only provide the game EXE filename to NvAPI, instead of the full file path as NvAPI docs recommend - any games added through NVCP will require full path for NvAPI to find them, so this currently won't locate the profile properly...)