Sno Station
Sno Station is your agents' workstation: open-source software that turns the AI agents you already run into one squad on your own machine. Two heads are better than one, and they get better with every
NVIDIA DLSS for Kingdom Come: Deliverance (the first game). Unofficial mod.
PluginsC++ · CMakeGitHub @eonflux7OnlineOwner unconfirmed
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NVIDIA DLSS support for Kingdom Come: Deliverance
Translation pending
Taken from the repository README
Loading the full README.
Read the full README ↗NVIDIA DLSS for Kingdom Come: Deliverance (the first game). It replaces the game's built-in anti-aliasing with DLSS. That gives a cleaner, more stable image, and with upscaling, more FPS. The game renders at a lower resolution and DLSS brings it back up to your screen's.
Unofficial mod, not affiliated with Warhorse Studios or NVIDIA. Uses NVIDIA DLSS.
Early version. DLAA (100%) is the most reliable mode. Below 100% some effects can still look wrong. Please report anything you see.
Website: eonflux7.github.io/kcd1-clarity · Config guide & cvar database
Players: Requirements · Install · AMD / Intel · Linux · Use · Troubleshooting · Config files & console variables
Developers: Building · How it works
kcd-clarity-<version>.zip.
(The green Code button downloads the source code, which you don't need.)Bin\Win64.dinput8.dll and nvngx_dlss.dll from the zip into Bin\Win64.Other mods: this mod is loaded as dinput8.dll. Other mods that use their own dinput8.dll (Ultimate ASI Loader,
ASI plugins, other DLSS mods) can't be installed at the same time. Copying one over the other replaces it.
Uninstall: delete dinput8.dll and nvngx_dlss.dll from Bin\Win64. You can also delete kcd_clarity.ini and
kcd_clarity.log there.
Untested. It should work, since OptiScaler implements the NGX calls the mod makes, but nobody has confirmed it yet. Reports are welcome.
The mod talks to DLSS through NVIDIA's NGX interface. OptiScaler intercepts NGX and can run FSR or XeSS instead, so the mod works on AMD and Intel cards with it.
OptiScaler.dll into Bin\Win64 and rename it to winmm.dll. Also copy
OptiScaler.ini. Don't use dinput8.dll, which is this mod's name. version.dll works too. If you use OptiScaler's
setup script, pick one of those two names.If F8 says the upscaler is not available, check OptiScaler.log and follow OptiScaler's own guide for your GPU
(GPU spoofing, fakenvapi). On NVIDIA cards OptiScaler isn't needed. If it's installed anyway, keep
nvngx_dlss.dll so it can still use DLSS.
Untested. It runs as an ordinary Windows mod under Proton, but nobody has confirmed it yet. Reports are welcome.
Install the DLLs as on Windows. Then, in Steam, right-click the game > Properties > Launch options:
WINEDLLOVERRIDES="dinput8=n,b" PROTON_ENABLE_NVAPI=1 %command%. Wine prefers its own
dinput8.dll, and the override makes it load the mod's. PROTON_ENABLE_NVAPI=1 turns on DLSS support in Proton
(it needs a recent Proton and NVIDIA driver).winmm.dll, see above): WINEDLLOVERRIDES="dinput8,winmm=n,b" %command%.If kcd_clarity.log doesn't appear in Bin/Win64, the override isn't in effect. The log says "running under Wine"
when the mod has loaded under Proton.
Press F8 in game to open the settings, and again to close them. While the menu is open, the mouse controls the menu instead of the game.
| setting | what it does |
|---|---|
| Engine TAA / DLSS | switch between the game's own anti-aliasing and DLSS, live |
| Quality | the resolution the game renders at before DLSS: DLAA 100%, Quality 66.7%, Balanced 58%, Performance 50%, Ultra Performance 33%. Lower = more FPS, softer image |
| Model preset | which DLSS model to use. Default lets the driver choose; K is NVIDIA's recommended model for quality |
| Texture mip bias | keeps textures sharp at lower quality levels. The offset slider fine-tunes it (negative = sharper, can shimmer) |
| Shadow noise | two fixes for shadow flicker with DLSS. Leave them on unless shadows look wrong |
| FPS counter | small FPS readout in the corner |
Your settings are saved in Bin\Win64\kcd_clarity.ini. To use different keys, change toggle_key (F8) or
debug_key (F3) under [ui] there, using Windows virtual-key codes
in decimal (F8 = 119). Leave the [debug] section at its defaults.
F3 opens a debug window. You only need it for bug reports.
| problem | what to check |
|---|---|
| F8 does nothing | the two DLLs must be in Bin\Win64, not the game's main folder. If kcd_clarity.log doesn't appear there after starting the game, the mod isn't loading; check for another mod's dinput8.dll |
| F8 menu: "Set Anti-aliasing to SMAA 2TX" | change it in Options > Video |
| F8 menu: "DLSS is not available" | needs an RTX card, an up-to-date NVIDIA driver, and nvngx_dlss.dll next to dinput8.dll. On AMD/Intel, install OptiScaler. On Linux, see the launch options |
| Linux: F8 does nothing | the WINEDLLOVERRIDES launch option is missing; see Linux |
| F8 menu: "engine functions not found" or "Untested game version" | your game version differs from the one the mod supports, usually after a game update. Check for a newer mod release |
| something looks wrong below 100% | try DLAA. If it's fine there, it's a bug in the lower-resolution path; please report it |
Open an issue with:
Bin\Win64\kcd_clarity.log from that session (attach the file).The config guide builds a user.cfg / autoexec.cfg for
your PC, checks any config line by line, and lists every console variable with what it really does. The research
behind it is in docs/cvars, which explains how the game loads user.cfg and autoexec.cfg, and which tweaks there
actually do something. Many popular lines are refused or overwritten by the game. It includes a script that checks
your own config. You don't need any of it to use this mod.
Needs Windows and Visual Studio 2022 (or the Build Tools) with the Desktop development with C++ workload; CMake and
Ninja come with it. Then run build.cmd. On the first build, CMake downloads Dear ImGui, MinHook and the needed DLSS
SDK files and checks them against pinned SHA-256 hashes (THIRD_PARTY.md).
build.cmd builds build\dinput8.dll (RelWithDebInfo, static CRT; the PDB is build\dinput8.pdb).build.cmd dist also writes dist\kcd-clarity-<version>.zip, the release package, including
release/README.txt. The version comes from project() in CMakeLists.txt.build\dinput8.dll and build\ngx\rel\nvngx_dlss.dll into the game's Bin\Win64.
build\ngx\dev\nvngx_dlss.dll is NVIDIA's development runtime, which can show NVIDIA's DLSS debug overlay. Use it
for testing only, never in a release.build.cmd through a drive-letter path (e.g. Z:\...); a \\wsl.localhost\ path fails to link.
./deploy.sh copies the build (with the dev runtime) into the game, --remove takes it out again, and KCD_BIN
overrides the game path.Debugging: the log (kcd_clarity.log) and the F3 window come first. [debug] d3d_debug=1 in the ini turns on the
D3D11 debug layer, with its messages in the log. For RenderDoc captures, tick Skip NGX in F3, since NGX doesn't run
under RenderDoc.
WHGame.dll imports DirectInput8Create, and Windows looks in Bin\Win64 before System32. The mod
forwards the dinput8 exports to the system DLL (src/core/proxy_*). An init thread waits until the game loads
d3d11.dll, then installs its hooks (MinHook).src/generated/kcd_symbols.h lists the engine functions and data the mod uses, with byte
patterns and RVAs for the supported build. src/game/symbols.cpp resolves them at startup. Data symbols (RVA only)
are used only on that build.src/hooks/d3d11_hooks.cpp recognises the engine's TAA resolve shader (PostAA, SMAA 2TX) by its
reflection. When that shader draws, src/renderer/taa_dlss.cpp builds full-screen motion vectors the way the TAA
shader does, runs DLSS (src/upscaler/dlss.cpp), and writes the result to the TAA output.src/renderer/screen_size_fix.cpp and
src/game/renderer.cpp fix them by patching constants and UVs per draw. src/renderer/canary.cpp is a debug tool
that finds passes reading outside the sub-rect.velocity_format). Object velocities left on
now-occluded pixels are dropped (velocity_mask). Texture LOD is biased for the render scale (mip_bias), and the
shadow filter noise is made temporal (shadow_noise).Present hook (src/hooks/present.cpp, src/ui/).The symbols and engine notes come from a separate reverse-engineering workspace that isn't published. Source comments
that cite kcd-re db/notes/*.md refer to it. Porting to another game build means finding the symbols in
kcd_symbols.h again, starting from their signatures.
MIT for the source in this repository; see LICENSE. Third-party components keep their own licenses (THIRD_PARTY.md). NVIDIA, RTX and DLSS are trademarks of NVIDIA Corporation.