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Warhammer RoR DLSS 5 Neural Rendering & Frame Generation

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FairWeather
Posts: 6

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#21 » Fri Sep 11, 2026 9:41 pm

I have also found these other instructions online that may help, it seems they support cards down to GTX 20xx

https://www.nexusmods.com/site/mods/2224

FairWeather
Posts: 6

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#22 » Fri Sep 11, 2026 10:14 pm

I am running into an issue. It says nvngx_dlssnr.dll is not a known patch build (sha256 E16BCF15E16E13F5...., stamped 310,8,0,0.
It seems to suggest looking for a patched version of DLSS-NR for RTX 40.
On the RenoDX discord I could not find it.
Any idea?

Wavv
Posts: 18

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#23 » Sat Sep 12, 2026 6:40 am

FairWeather wrote: Fri Sep 11, 2026 9:41 pm I have also found these other instructions online that may help, it seems they support cards down to GTX 20xx

https://www.nexusmods.com/site/mods/2224

It's not about neural rendering, it's about Ray Reconstruction and MFG (Multi frame generation). Also it's for 64-bit DX12 games, while Warhammer is 32bit DX9 game.

FairWeather wrote: Fri Sep 11, 2026 10:14 pm I am running into an issue. It says nvngx_dlssnr.dll is not a known patch build (sha256 E16BCF15E16E13F5...., stamped 310,8,0,0.
It seems to suggest looking for a patched version of DLSS-NR for RTX 40.
On the RenoDX discord I could not find it.
Any idea?
Sure, go to RenoDX Discord -> "dlss5-downloads!" channel scroll all the way up to message from 03.09.2026, second file named "Patched DLSS-NR for RTX20, RTX30, and RTX40". Download it and:
- If you already installed my pack, place this file in folder /host64/ which should be directly in your game folder.
- If you did not install already, just place nvngx_dlssnr.dll file in folder right next to installer.bat

Should work now :)

As soon as nvidia release their own signed dlssnr library, I will update this pack to be "one-click-ready".

FairWeather
Posts: 6

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#24 » Sat Sep 12, 2026 12:40 pm

Wavv wrote: Wed Sep 09, 2026 8:16 am
badlarry wrote: Wed Sep 09, 2026 7:47 am I just got this running on my 40 series. There is a white window popping up every 15 seconds after install and zero impact on graphics from what I am seeing. No errors at runtime with the script...
That white window poping is the sidecard feeder. If it constantly poping, it's restarting constantly.
there must be some kind of error behind it.
1. Check if install.bat didnt report any problems/errors.
2. If you are using older gen RTX cards, download special patched nvidia_dlssnr.dll from RHI Discord. It's in dlss5-downloads, first post named "Patched DLSS-NR for RTX20, RTX30, and RTX40".
3. check war_sidecar.log there should be error, why it keeps restarting.
4. Follow readme.md file, there is solutions to common problems.
I have run into the same problem and the logs were saying "`the host exited during startup`".

I have the `nvngx_dlssnr.dll` in the correct folder before the installation and I see it in the host64 directory.

I then set `nr_style = 0` in `war_sidecar.cfg` but it did not solve the problem.
I even locked for nr_style or NRStyle in other .cfg or .ini files and changed it to 0 but it still did not stop the white window from appearing.



I did notice the following in war_sidecar.log
NGX libraries visible to the sidecar:
nvngx_dlss.dll (not found)
nvngx_dlssd.dll (not found)
nvngx_dlssg.dll (not found)
nvngx_dlssnr.dll (not found)

Only two of those dlls are located in the required folder.

Wavv
Posts: 18

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#25 » Sat Sep 12, 2026 1:04 pm

You can ignore that:

NGX libraries visible to the sidecar:
nvngx_dlss.dll (not found)
nvngx_dlssd.dll (not found)
nvngx_dlssg.dll (not found)
nvngx_dlssnr.dll (not found)

It's prepared only when nvidia release nvngx_dlssnr.dll in sdk officially.
Sidecar don't use them right now.

Please, use that .zip i've sent you on PM, unpack it into /host64/ GAMEFOLDER, not the installation folder, if you already have installed.

Like:
D:\Return of Reckoning\host64\ <- put them here and try again :)

Glaiveheart
Posts: 40

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#26 » Sat Sep 12, 2026 3:04 pm

Just wanted to say it appears to be working for me fine, but there's a lot of "shimmer" on any motion (esp. in a zone like Dragonwake) and that kind of makes it motion sickness-inducing for me. Does neat things on stationary shots, though!
Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1

d3str0yer
Posts: 2

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#27 » Sat Sep 12, 2026 8:15 pm

THX ! Can u try to implement MFG Multi frame generation? So we get even more FPS, also i have seen u can have a slider with "model resolution" or something like that, but i cant find it here.

Wavv
Posts: 18

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#28 » Sat Sep 12, 2026 9:30 pm

d3str0yer wrote: Sat Sep 12, 2026 8:15 pm THX ! Can u try to implement MFG Multi frame generation? So we get even more FPS, also i have seen u can have a slider with "model resolution" or something like that, but i cant find it here.
This is much harder to implement, and you won't get much more FPS. I looked into MFG, but I don't think it's worth implementing. The game itself is capped at 100 FPS, so generating multiple extra frames on top of that gives very little practical benefit. The bigger problem is that Warhammer is still a 32-bit game and is heavily limited by a single CPU core, especially in large fights. That's also why simple things like disabling allied nameplates can noticeably improve smoothness in big RvR battles, and turning nameplates off completely can help even more. MFG wouldn't fix that bottleneck or the stutters — it could make the output look smoother, but at the same time feel more laggy because the real game FPS and responsiveness stay the same. Implementing it properly would also require a lot of work compared to the actual gain. The “model resolution” slider you saw is basically the work-resolution idea I was testing, where lowering it can reduce the cost of NR. For this game, improving real performance and reducing CPU-heavy elements makes much more sense than forcing MFG into it.

Also, if someone have low-fps due to GPU, that GPU do not support MFG anyway :D
Glaiveheart wrote: Sat Sep 12, 2026 3:04 pm Just wanted to say it appears to be working for me fine, but there's a lot of "shimmer" on any motion (esp. in a zone like Dragonwake) and that kind of makes it motion sickness-inducing for me. Does neat things on stationary shots, though!

Could you send me a screenshot or a short video showing that shimmering? I've run all across Dragonwake and, visually, it looked pretty consistent to me. Before 0.2.0, though, I noticed a few glitches on some maps where entire textures would get smeared. I fixed those. It's related to how some shaders are handled, so I need a specific location where it happens to identify whether they're behaving incorrectly.
In some regions also you can see some "darker" blocks/strips. I'm working on it currently.
Please, remember, that i'm using entirely forked dxvk specially modified for warhammer, so a lot of things can work badly :D

But if you meant that small few pixelsize smearing here and there, that's neural rendering itself. Unfixable. Especially on character faces. We need for nvidia to post better versions :D

Glaiveheart
Posts: 40

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#29 » Sun Sep 13, 2026 3:15 am

Wavv wrote: Sat Sep 12, 2026 9:30 pm Could you send me a screenshot or a short video showing that shimmering? I've run all across Dragonwake and, visually, it looked pretty consistent to me. Before 0.2.0, though, I noticed a few glitches on some maps where entire textures would get smeared. I fixed those. It's related to how some shaders are handled, so I need a specific location where it happens to identify whether they're behaving incorrectly.
In some regions also you can see some "darker" blocks/strips. I'm working on it currently.
Please, remember, that i'm using entirely forked dxvk specially modified for warhammer, so a lot of things can work badly :D

But if you meant that small few pixelsize smearing here and there, that's neural rendering itself. Unfixable. Especially on character faces. We need for nvidia to post better versions :D
I took another look to try and get a video and realized I had my stuff set to Fastest Framerate rather than Ooh, Shiny!. Switching it "fixed" it.

Tinkering with individual settings, it seems to be the result of having Shadows set to None instead of set to Balanced or High Quality. It's a little better at higher graphics settings, too, though it still feels a bit like it's "smudging" some elements (like nameplates), though that's 'understandable' given the constraints. :p

Here's the video of what it looks like in Fastest Framerate/with Shadows set to Balanced vs. None.


Click here to watch on YouTube

So, I guess, make sure people have those on. ;)
Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1

Wavv
Posts: 18

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#30 » Sun Sep 13, 2026 8:13 am

Glaiveheart wrote: Sun Sep 13, 2026 3:15 am
Wavv wrote: Sat Sep 12, 2026 9:30 pm Could you send me a screenshot or a short video showing that shimmering? I've run all across Dragonwake and, visually, it looked pretty consistent to me. Before 0.2.0, though, I noticed a few glitches on some maps where entire textures would get smeared. I fixed those. It's related to how some shaders are handled, so I need a specific location where it happens to identify whether they're behaving incorrectly.
In some regions also you can see some "darker" blocks/strips. I'm working on it currently.
Please, remember, that i'm using entirely forked dxvk specially modified for warhammer, so a lot of things can work badly :D

But if you meant that small few pixelsize smearing here and there, that's neural rendering itself. Unfixable. Especially on character faces. We need for nvidia to post better versions :D
I took another look to try and get a video and realized I had my stuff set to Fastest Framerate rather than Ooh, Shiny!. Switching it "fixed" it.

Tinkering with individual settings, it seems to be the result of having Shadows set to None instead of set to Balanced or High Quality. It's a little better at higher graphics settings, too, though it still feels a bit like it's "smudging" some elements (like nameplates), though that's 'understandable' given the constraints. :p

Here's the video of what it looks like in Fastest Framerate/with Shadows set to Balanced vs. None.


Click here to watch on YouTube

So, I guess, make sure people have those on. ;)

Oh my god! I didn't test it out on lower settings :D I have everything "topped".
I even know why shadows are making this, cuz i've rewritten their mapping from 512x512 on very high to 2048x2048, to be less "pixelated", but didn't make fallback for lower settings.

I'll try to fix it :)

Also turn on lightmaps, specular and post processing, as AO and NR work on this.

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