docs: add tested-configurations rows for DLSS Frame Generation on an RTX 4090 (Windows) #2771

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@Jiro131 opened this pull request on GitHub · 2026-11-12 12:16 UTC · original

These runs belong in the tested-configurations table. They are the first rows for DLSS Frame Generation from NGX on an RTX 40 card under Windows. They also record two open problems with a build and a driver: #2695's 36 fps at 4x, which persists after #2701, and the framegen_record crash that #2658 fixes.

Six rows, all 2026-11-12 on one machine: RTX 4090 (NVIDIA 621.01, 144 Hz display), Windows 11 Home, i9-13900K. main 51da0464 was built from source with NGX (SDK 310.9.16). Settings: DLSS DLAA (model K) at 2560x1440, frame generation by Auto, frame pacing on, cap 60, V-Sync Auto. Kokiri Forest from a save.

  • 2x, Reflex off and on: DLSS-G made every frame, median 60.0 fps in play.
  • 4x, in a window and fullscreen: the runtime makes 1 frame, so the renderer's own made them on mailbox (#2701). The game stayed at 36.0 fps (144 / 4), with 0 frames on time in each frame-interpolation report. Details in the comment on #2701.
  • The two crashes on main in framegen_record (a multiplier step, and a fullscreen-to-window switch at 4x), and main plus #2658 with no crash over the same steps. Details in the comment on #2658.

Figures come from hookshot_log.txt ("N presents, X fps", the frame-interpolation and DLSS Frame Gen lines). "In play" means the 120-present windows after the load. The feel (smooth, pacing, latency) is what the tester saw while playing.

Docs only, no code. #2757 and #2769 also add rows at the top of the same table, so whichever merges later needs a one-line rebase.

Tracking: #2510.

🤖 Generated with Claude Code

> [@Jiro131](https://github.com/Jiro131) opened this pull request on GitHub · 2026-11-12 12:16 UTC · [original](https://github.com/NotRexed/Hookshot/pull/2771) These runs belong in the tested-configurations table. They are the first rows for DLSS Frame Generation from NGX on an RTX 40 card under Windows. They also record two open problems with a build and a driver: #2695's 36 fps at 4x, which persists after #2701, and the `framegen_record` crash that #2658 fixes. Six rows, all 2026-11-12 on one machine: RTX 4090 (NVIDIA 621.01, 144 Hz display), Windows 11 Home, i9-13900K. `main` 51da0464 was built from source with NGX (SDK 310.9.16). Settings: DLSS DLAA (model K) at 2560x1440, frame generation by Auto, frame pacing on, cap 60, V-Sync Auto. Kokiri Forest from a save. - 2x, Reflex off and on: DLSS-G made every frame, median 60.0 fps in play. - 4x, in a window and fullscreen: the runtime makes 1 frame, so the renderer's own made them on mailbox ([#2701](https://git.magicbean.dev/MagicBeanDev/Hookshot/pulls/2701)). The game stayed at 36.0 fps (144 / 4), with 0 frames on time in each frame-interpolation report. Details in the comment on #2701. - The two crashes on `main` in `framegen_record` (a multiplier step, and a fullscreen-to-window switch at 4x), and `main` plus #2658 with no crash over the same steps. Details in the comment on #2658. Figures come from `hookshot_log.txt` ("N presents, X fps", the frame-interpolation and DLSS Frame Gen lines). "In play" means the 120-present windows after the load. The feel (smooth, pacing, latency) is what the tester saw while playing. Docs only, no code. #2757 and #2769 also add rows at the top of the same table, so whichever merges later needs a one-line rebase. Tracking: #2510. 🤖 Generated with [Claude Code](https://claude.com/claude-code) <!-- github-sync:item:2771 -->
Six runs on 2026-11-12, main 51da0464 built with NGX: DLSS-G 2x with
Reflex off and on (60 fps, DLSS-G makes every frame), 4x in a window
and fullscreen (the runtime makes 1 frame, the renderer's own takes
over on mailbox, and the game stays at 36.0 fps on a 144 Hz display,
as #2695), the two framegen_record crashes on main, and main plus
#2658 with no crash over the same steps.

Assisted-by: Claude Code
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@Joey-Magnus approved on GitHub · 2026-11-12 14:35 UTC · original

These are docs only. I read the six rows against the description and against #2701 and #2658. They agree: the 4x rows record the runtime making one frame and the renderer's own interpolation holding 36 fps (the #2695 symptom), and the crash rows point at the framegen_record logs on #2658. The one red job, Python source checks ubuntu part 1/2, is tests/test_release_scripts.py test_nightly_two_runs_at_once_end_at_the_newer_commit. That test is flaky on its own and has nothing to do with a markdown change, so a re-run should clear it. I checked the merges: this PR conflicts with #2769 and #2778 on the first row of the table, so whichever of the three lands later needs that line rebased. One small thing: the last row says the build with #2658 survived 62 swapchain remakes, but #2658 is still open. If #2658 changes before it merges, that row describes a head that no longer exists, so naming #2658's head commit in the Build cell would keep it accurate.

> [@Joey-Magnus](https://github.com/Joey-Magnus) approved on GitHub · 2026-11-12 14:35 UTC · [original](https://github.com/NotRexed/Hookshot/pull/2771#pullrequestreview-5876251430) These are docs only. I read the six rows against the description and against #2701 and #2658. They agree: the 4x rows record the runtime making one frame and the renderer's own interpolation holding 36 fps (the #2695 symptom), and the crash rows point at the framegen_record logs on #2658. The one red job, Python source checks ubuntu part 1/2, is tests/test_release_scripts.py test_nightly_two_runs_at_once_end_at_the_newer_commit. That test is flaky on its own and has nothing to do with a markdown change, so a re-run should clear it. I checked the merges: this PR conflicts with #2769 and #2778 on the first row of the table, so whichever of the three lands later needs that line rebased. One small thing: the last row says the build with #2658 survived 62 swapchain remakes, but #2658 is still open. If #2658 changes before it merges, that row describes a head that no longer exists, so naming #2658's head commit in the Build cell would keep it accurate. <!-- github-sync:r:5876251430 -->
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