This is the discontinued alpha version. See the "stable" release post linked above.
Frame Generation feature is currently not compatible with ReShade.
This is going to be the next major version of ERSS (superceding ERSS2) with FSR Frame Generation and other general improvements.
https://www.patreon.com/posts/erss2-version-2-102209475
Installation: Extract the attached add-on archive files to "ELDEN RING\Game" (add-on DLL files are located in "ELDEN RING\Game\ERSS2\addons")
Remove Frame Time Constraint: Prevents game physics from being slowed down when it's frame rate drops below 20fps.
Hardware-accelerated GPU scheduling must be turned on in Windows graphics settings or otherwise Frame Generation performance may be degraded.
For Special K users:
Use the included DXGI.dll loader and Special K in service mode, don't add ERSS2.dll to Special K plug-ins list.
Do not set the game's screen mode to Full-screen while Frame Generation method is set to 'AMD FSR'
(Check the ERSS2 post for other quirks)
Flickering global illumination, most visible in shaded areas. (It's caused by either NVIDIA drivers or ELDEN RING itself but made more prevalent by the mod.)
Workarounds:
Use the GI Glitch Mitigation options in Advanced Settings -> Frame Generation
Rolling back NVIDIA GPU drivers to version 552.12
Using DXVK + VKD3D (makes DLSS unavailable AFAIK)
Setting Global Illumination to Low will reduce the intensity
Some reported that turning on Ray tracing can make the issue go away.
Game UI color is slightly off & requires manual configuration in HDR.
Cannot be loaded by adding to Special K plug-ins, it can run alongside SK with the included DXGI.dll loader albeit with some issues.
FSR FG + Special K: if Elden Ring's screen mode is set to Full-screen the game will constantly try to reset it's output swap chain causing flashes.
Special K overlay is invisible.
v0.3.28:
Fixed Frame Generation not working properly when scaling is disabled.
Fixed some command queue synchronization issues during UI composition.
Fixed the GI flickering glitch, somehow, IDK what happened.
Added an option to completely deactivate FSR Frame Generation (disabling FSR swap chain & context creation). (Frame Generation is now disabled by default.)
Force enabling 'Override Full-screen state' while FSR Frame Generation is being used.
v0.3.30:
Output color space is now controlled by the 'HDR enabled' checkbox (used to be 'Override Color Space' in advanced settings).
Convert UI color to the correct color space while using FSR Frame Generation in HDR.
v0.3.42:
Apply PQ transfer function to game UI color while using FSR Frame Generation in HDR.
Added display brightness settings.
v0.3.45:
Added more display brightness adjustments for HDR.
v0.3.46:
Attempted to fix crashing when loaded by Special K.
v0.3.49:
DXGI.dll Loader: Added ability to load DLL add-ons
Improved frame rate slightly while the map screen is shown with Frame Generation active.
v0.3.53:
Fixed crashing on boot when FSR FG context initialization is disabled.
v0.3.56:
Reverted an unspecified change in v0.3.53 that can cause crashes on most systems. (The change was for compatibility with other DX12 hooking mods.)
v0.3.60:
Added an option to enable variable refresh rate.
v0.3.61:
Fixed HDR renderer not being configured properly when the screen mode is changed.
v0.3.67:
Fixed ERSS overlay being uninteractable while running alongside Special K
Allow enabling HDR color correction with FG while in borderless or windowed screen modes (required for certain setups like Special K HDR).
Add an option to apply HDR conversion to the 3d scene (required for SK HDR)
Made a small tweak in FSR FG integration that probably doesn't affect anything
v0.3.69:
Rebase to ERSS2 v2.1.23 (from v2.1.19)
Changes in ERSS2 v2.1.23:
Added an intermediate ReShade add-on to load ERSS2.dll without having to rename it to ERSS2.addon
(See updated instructions, remove the old ERSS2.addon when updating)
Updated dependencies:
NVIDIA DLSS v3.7.10 -> v3.7.20
NVIDIA Streamline v2.4.10 -> v2.4.15
ImGui-docking v1.90.6 -> v1.91.1
toml11 v3.8.1 -> v4.2.0
Intel XeSS v1.3.0 -> v1.3.1
D3D12 Memory Allocator 2b7c0d4 -> e00c4a7
DirectX Headers v1.613.1 -> v1.614.1
Added a little tribute to my awesome Patrons.
Fixed a warning in the log when running on ER v1.14
v0.3.74:
Rebased to ERSS2 v2.1.24:
Fixed crashing in the character customization screen while ReShade bind depth texture is on
Made some small tweaks
v0.3.80:
Improved Frame Generation performance in low GPU usage situations (e.g. indoor locations).
Updated FSR to v3.1.1
v0.3.83:
Fixed a resource access error produced in v0.3.80 that may have resulted in instability
Further improved FrameGen performance at the cost of causing some ghosting on the overlay.
v0.3.88:
Fixed overlay stuttering from the previous release
Fixed the remaining resource read|write errors
v0.3.89:
Added options to mitigate the shadow flickering glitch (in Advanced Settings -> Frame Generation). A method that reduces some flickering at a minimal performance cost is enabled by default. (FrameGen performance in all cases should still be better than pre v0.3.80)
v0.3.90:
Improved frame rate in the map screen while FrameGen is on.
v0.3.91:
Recompiled the mod (fixes some strange behaviors due to incremental builds)
v0.3.92:
Fixed missing HDR metadata for FSR FG interpolation
v0.3.93:
Fixed a Frame Generation crash produced in v0.3.90
v0.3.96:
Added NVIDIA Reflex integration
Rebase ERSS2 v2.1.25:
Fixed custom resolution for XeSS
v0.3.100:
Fixed custom quality scaling factor not being stored (and restored) correctly
Fixed unintentional rounding in the config file
Fixed some minor issues
v0.3.102:
Fixed unable to load Reflex in a certain condition
Fixed Streamline log spamming
Improved Reflex UI
Jeferson SantosD.
2024-09-01 01:31:00 +0000 UTCTài Hữu
2024-09-01 00:52:25 +0000 UTCJeferson SantosD.
2024-08-31 18:20:31 +0000 UTCBaldanders19
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