Re: Warhammer RoR DLSS 5 Neural Rendering
Posted: 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
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
Download WAR-NR-FG-0.3.0-beta.zip and extract it anywhere and copy to game folder.
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.
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.