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Warhammer RoR DLSS 5 Neural Rendering & Frame Generation

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Wavv
Posts: 18

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#31 » Sun Sep 13, 2026 8:10 pm

WAR-NR 0.3.0-beta — frame generation, a core for the game thread, a readable menu, sound in big fights

TL;DR: RTX 40/50 owners get twice the frames on screen (DLSS Frame Generation 2x, fed with own motion vectors), everyone gets the game's single thread on a core of its own, the F11 menu is split into pages (tab or numerical switch between them).

What changed since 0.2.0
  • Frame generation (2x). - NVIDIA's DLSS Frame Generation. 60 real fps become 120 on screen, 35 become 70
    Shortly:
    - Little latency on camera movement (about one frame) but more fluid movement.
    - Needs an RTX 40 or 50 and a fourth file you supply yourself, nvngx_dlssg.dll (DLSS Swapper), placed in the game folder.
    - On RTX 20/30 the helper sees that frame generation is unavailable and leaves everything as before.
    Keys fg, fg_overlay, fg_depth_scale — F11, page 2. Only 2x on purpose: it runs on more cards and the new generation does not need more.
  • The game thread gets its own core.
    Warhammer Online runs its whole engine on one thread. In cities and keep fights the CPU sets the frame rate while the GPU waits. The layer now pins that thread to one physical core and moves everything else — DXVK's threads, the driver, audio, network, the helper, the host — to the other cores, through Windows CPU sets (the process affinity mask is not touched, nothing can be left without a CPU).
    The plan adapts:
    2 cores → one logical CPU;
    4–5 → a whole core with its SMT twin idle;
    6+ → DXVK's command thread gets a second isolated core;
    hybrid Intels use the fast cores.
    war.cpuPin and friends are live, F11 page 5. WAR_d3d9.log tells you which cores were chosen and how busy the game thread really is.
  • F11 menu rebuilt.
    - Five pages (Image, Frame gen, AO, AO advanced, CPU) instead of one long list.
    - Tab / PgUp / PgDn or 1–5 switch pages.
    - Bigger font that scales with the screen.
  • Sound in large fights.
    The game has 63 voices and drops every new sound when they are busy.
    A small DirectInput proxy (dinput8.dll) now manages them:
    - footsteps and saddles are capped per category, a few slots are kept free by fading out the quietest old sounds, silent placeholders are dropped, and louder sounds are never cut for quieter ones.
    - Remove dinput8.dll if you prefer the original behaviour.
  • Smaller things. AO debug views no longer disturb the effect-coverage channel; dynamic buffers are mapped in cached memory, which made the game's own copies cheaper in a CPU-bound fight; the package ships the maintainer's current AO / NR / sound tuning.
Honest numbers

At 3440x1440 with NR on the picture runs at 65–75 fps wherever the game itself would be faster — frame generation doubles that to 110–130 on screen.
In a full RvR fight the game thread is saturated (97%) and the real rate drops to 35–40 (70–80 shown). (thank you Praag blob to test it out)

Install / update

As before: unzip, drop your files (renodx-dlss5.addon64, nvngx_dlssnr.dll, nvngx_dlss.dll, and for RTX 40/50 nvngx_dlssg.dll) next to install.bat, run install.bat. Updating over 0.2.0 keeps your war-live.conf and war_sidecar.cfg unless you pass -Force; the new keys have defaults.

Known limits
  • Frame generation shows the previous real frame and the interpolated one with roughly half a frame of extra latency; characters have no motion vectors of their own (camera only), so fast-moving actors can smear slightly on the generated frames.
  • The NVIDIA App's per-game filters (NIS sharpening etc.) apply to the game window, not to the helper's overlay; add a profile for war_sidecar.exe if you use them.

Download WAR-NR-FG-0.3.0-beta.zip and extract it anywhere and copy to game folder.
Last edited by Wavv on Sun Sep 13, 2026 8:55 pm, edited 1 time in total.

Glaiveheart
Posts: 40

Re: Warhammer RoR DLSS 5 Neural Rendering

Post#32 » Sun Sep 13, 2026 8:36 pm

Wavv wrote: Sun Sep 13, 2026 8:13 am 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.
Yeah, to be clear, I've turned it up while running it - just flagging that testing one-by-one it seems Shadows were the culprit. :p
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

FairWeather
Posts: 6

Re: Warhammer RoR DLSS 5 Neural Rendering & Frame Generation

Post#33 » Sun Sep 13, 2026 10:05 pm

I have tried with version 3.0 but I still get the annoying white window.
I am using the patched dll for GTX 40xx

In WAR_d3d9.log I see:
warn: WAR: the sidecar exited (code 0) -- if no other one connects within 5 s, it will be restarted
warn: D3D9DeviceEx::SetRenderState: Unhandled render state 26


In war_sidecar.log i see several occurrences of :
[NGXSecureLoadFeature:1221] unable to read the deny list. Assuming that the feature is allowed.
[ngx] [2026-09-13 22:43:59] [`anonymous-namespace'::SnippetLocationInfo::load:716] Module not found at C:\Games\Return of Reckoning\dlss5
[ngx] [2026-09-13 22:43:59] [`anonymous-namespace'::SnippetLocationInfo::load:716] Module not found at C:\Games\Return of Reckoning\DLSS\lib\Windows_x86_64\rel
[ngx] [2026-09-13 22:43:59] [`anonymous-namespace'::SnippetLocationInfo::load:716] Module not found at C:\Games\Return of Reckoning
[ngx] [2026-09-13 22:43:59] [`anonymous-namespace'::SnippetLocationInfo::load:716] Module not found at C:\Games\Return of Reckoning
[ngx] [2026-09-13 22:43:59] [NGXSecureLoadFeature:1286] warning: ModuleName - nvngx_dlssnr.dll doesn't exist in any of the search paths!

Finally it ends with ERROR: the host exited during startup (code 1) -- see host64\dlss5-feed-host.log

dlss5-feed-host.log does not have any error.

In ReShade.log i see
WARN | Reference count for IDXGIFactory2 object 000001C9E00BFA40 (000001C9E018AFB0) is inconsistent (4).

Wavv
Posts: 18

Re: Warhammer RoR DLSS 5 Neural Rendering & Frame Generation

Post#34 » Mon Sep 14, 2026 8:26 am

FairWeather wrote: Sun Sep 13, 2026 10:05 pm I have tried with version 3.0 but I still get the annoying white window.
I am using the patched dll for GTX 40xx

In WAR_d3d9.log I see:
warn: WAR: the sidecar exited (code 0) -- if no other one connects within 5 s, it will be restarted
warn: D3D9DeviceEx::SetRenderState: Unhandled render state 26


In war_sidecar.log i see several occurrences of :
[NGXSecureLoadFeature:1221] unable to read the deny list. Assuming that the feature is allowed.
[ngx] [2026-09-13 22:43:59] [`anonymous-namespace'::SnippetLocationInfo::load:716] Module not found at C:\Games\Return of Reckoning\dlss5
[ngx] [2026-09-13 22:43:59] [`anonymous-namespace'::SnippetLocationInfo::load:716] Module not found at C:\Games\Return of Reckoning\DLSS\lib\Windows_x86_64\rel
[ngx] [2026-09-13 22:43:59] [`anonymous-namespace'::SnippetLocationInfo::load:716] Module not found at C:\Games\Return of Reckoning
[ngx] [2026-09-13 22:43:59] [`anonymous-namespace'::SnippetLocationInfo::load:716] Module not found at C:\Games\Return of Reckoning
[ngx] [2026-09-13 22:43:59] [NGXSecureLoadFeature:1286] warning: ModuleName - nvngx_dlssnr.dll doesn't exist in any of the search paths!

Finally it ends with ERROR: the host exited during startup (code 1) -- see host64\dlss5-feed-host.log

dlss5-feed-host.log does not have any error.

In ReShade.log i see
WARN | Reference count for IDXGIFactory2 object 000001C9E00BFA40 (000001C9E018AFB0) is inconsistent (4).
I'm gonna need two files:
host64\dlss5-feed-host.log
war_sidecar.log

Maybe there is no error in dlss5-feed-host.log, but there should be exact info, what's causing it with sidecar.
Or there is possibility you have wrong .dll files provided. I've sent you PM.
Also catch me on discord if you need help! (same name as here)

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