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My game mods: dlss_mfg_sm86 (dynamic multi-frame generation for dlssg_sm86) and more

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mods

My own game mods and the tools they share. Each mod has its own folder and README; projects by others that the mods build on are tracked as Git submodules under externals/.

Folder What
dlss_mfg_sm86/ Dynamic multi-frame generation on top of dlssg_sm86, for any Streamline DLSS-G game, with per-game mods (ACE COMBAT 8, Halo: Campaign Evolved, Ninja Gaiden 2 Black, ...) under games/
game_startup/ Startup fixes loaded through a proxy DLL (Immortals of Aveum)
forza_horizon_3/ Forza Horizon 3 startup-crash fix on multi-GPU machines (one-byte TargetHardwareProfiler.dll patch)
externals/dlssg_for_sm86/ sdli1995/dlssg_for_sm86: DLSS Frame Generation on RTX 30 (SM86) and RTX 20 (SM75), which dlss_mfg_sm86 needs (version.dll, alternatives\, INI reference)

dlss_mfg_sm86

dlssg_sm86 only does what the game asks for, and most games ask for 2x or have no FG setting at all. dlss_mfg_sm86 fills those gaps: a proxy DLL (named like the main mod's proxies — winmm, dinput8, dbghelp, ...) that turns the game's own FG requests into

  • Mode 1 — NVIDIA Dynamic MFG: the runtime picks the multiplier, or
  • Mode 2 — a fixed count picked from the display refresh rate (2x up to 60 Hz, 3x up to 90 Hz, 4x above), so streaming to a 60 Hz virtual display and playing locally at 120 Hz each get the right multiplier, or
  • Mode 3 (experimental) — the most generated frames for the refresh rate, with Unreal's dynamic resolution filling the GPU time left.

It works in any Streamline DLSS-G game with a generic drop-in install; Unreal games also get dynamic resolution and console-variable pins. Games that need more (an FG switch, a newer Streamline runtime, a bug fix) are grouped by engine, and each has a copy-ready mod/ folder with its working files, including its dlssg_sm86 settings (Optimized=3, the FG Lite Preset=C and the INT8 super-resolution route). Installation is manual.

Externals

Clone with the submodules:

git clone --recurse-submodules https://github.com/Pipyakas/mods.git
# or, in an existing clone
git submodule update --init

workflows/update-externals.yml checks every submodule's upstream branch hourly (and on demand from the Actions tab) and commits the new pointer when it has moved. Locally, git pull then git submodule update follows it; git submodule update --remote pulls upstream directly. To track another project:

git submodule add <url> externals/<name>

GitHub pauses scheduled workflows after 60 days without repository activity; re-enable it from the Actions tab if that happens.

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My game mods: dlss_mfg_sm86 (dynamic multi-frame generation for dlssg_sm86) and more

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