MFG-Unlocker README

The project's README from github.com/dashdogy/MFG-Unlocker. As one markdown file: README.md.

Universal RTX 40 MFG Unlocker

Universal DLSS Multi Frame Generation enabler for supported Windows x64 games on NVIDIA GeForce RTX 40 Series GPUs. V1.2 adds Follow game, fixed 2X through the verified maximum, and Dynamic controls to games that already provide Streamline DLSS Frame Generation.

The same build supports DirectX 12 and Vulkan. It combines NVIDIA's listed maximum for each game with the active Streamline wrapper capacity, exposing up to 6X when both allow it and falling back to a supported lower maximum. It does not add DLSS Frame Generation to games that do not already support it.

This is unsupported research software. Higher multipliers and Vulkan support remain experimental and may cause artifacts, frozen presentation, black screens, or crashes.

V1.2 changes

  1. Added one Universal build for DirectX 12 and Vulkan games.
  2. Added live fixed and Dynamic controls through the ReShade menu.
  3. Added automatic game capability limits, Ada temporal correction, and telemetry.

310.9.1 source hotfix candidate (core 1.2.0.23)

Adds exactly DLSS-G 310.9.1 to provider eligibility and the existing verified 310.9 temporal profile. The original feature identity, payload hashes, structural discovery, adapter, timing and publication checks remain in force. Unknown 310.9.2 stays rejected.

For an existing V1.2 installation, close the game, back up RTX40MFGCore.dll, and replace only that core with the hotfix candidate. Keep the V1.2 ASI, ReShade add-on, loader configuration and user settings. Do not mix this core with the V1.3 single-DLL package.

Local source/harness validation does not establish provider execution or correct final-present content in a game. This hotfix does not add the newer Streamline V-Sync or Reflex controls.

If this mod helps you, help me get through university on Ko-fi.

Install

Requires Windows x64, an RTX 40 Series GPU, a game with working Streamline DLSS Frame Generation, Ultimate ASI Loader, and ReShade with extension support for the menu.

Close the game and copy these files beside its real executable:

RTX40MFGCore.dll
RTX40MFG.asi
RTX40MFG-UI.addon64

Install Ultimate ASI Loader under a supported proxy name that the game loads early. Merge the supplied global.ini values into the matching UAL proxy file, such as dinput8.ini or version.ini; do not overwrite unrelated loader settings. Remove legacy RTX40MFG-Universal.asi and RTX40MFG-Bridge.asi files before upgrading, but keep RTX40MFG-Universal.json to preserve the selected mode.

Do not replace or bundle a game's Streamline or NVIDIA DLLs. An NVIDIA App OTA override may supply the active Frame Generation wrapper and provider separately.

DirectX 12

Install ReShade for DirectX 10/11/12. ReShade normally owns dxgi.dll, so give Ultimate ASI Loader a different supported proxy name that the game imports at startup, commonly dinput8.dll or version.dll. Never install both loaders under the same proxy filename.

Vulkan

Select Vulkan in the ReShade installer. Use Ultimate ASI Loader under an early proxy unrelated to DirectX that the game imports, such as dinput8.dll, version.dll, or winmm.dll; a Vulkan game may never load dxgi.dll or d3d12.dll. The mod files are otherwise identical to the DirectX 12 install.

The ASI must load before the first Frame Generation pipeline is created. If the menu asks for recreation, toggle Frame Generation Off and On or restart with an earlier loader proxy.

Frozen image or black screen above 2x

If selecting a multiplier above 2x freezes the image while the game keeps running, try the following before deleting settings or reinstalling:

  1. Close the game.
  2. Open the game's profile in the NVIDIA App. Under DLSS Override - Model Presets, set Frame Generation to Preset B and apply the change.
  3. Restart the game and test the desired multiplier.

Users in issue #6 reported that forcing Preset B restored presentation in Crimson Desert and Star Wars: Zero Company. Cyberpunk was also in the original report, but its recovery was not separately confirmed. This is a reported workaround; the underlying cause and correct output at every multiplier remain unverified. File removal and rebooting had mixed results, so preserve your configuration when trying the preset change.

ReShade status flicker

Flickering status in the ReShade panel can persist after Preset B resolves the frozen image. Treat it as a separate symptom. A user suggested using Ultimate ASI Loader's dinput8.dll proxy for the flicker, but the affected recipient has not confirmed that fix. If testing a different UAL proxy, fully close the game and back up the current loader setup first; preserve proxy files belonging to other mods.

If either problem persists, include the game and mod version, GPU and driver, Frame Generation preset, selected multiplier, UAL proxy filename (if used), and relevant logs in the bug report. State whether the game image freezes, the ReShade status flickers, or both.

Usage

Open ReShade and select the DLSS MFG tab. Choose Follow game, a fixed multiplier, or Dynamic when the active stack supports it. Changes are sent immediately; no Apply button is required. The normal panel shows real and DLSS output FPS, while detailed route and interval telemetry stays under Debug.

How it works

RTX40MFG.asi imports RTX40MFGCore.dll, loading the core before the ASI entry point. The core intercepts the active Streamline and NGX function paths before feature creation, validates the adapter, wrapper, provider, and requested capacity, then publishes the Ada temporal correction and forwards the call.

Only verified code and data inside the process are changed; NVIDIA files on disk are left untouched. Unknown ownership, layout, timing, or capacity fails closed. FPS counters and telemetry are diagnostic and do not by themselves prove correct final presentation frame spacing.

Logs are written to %TEMP%\MfgUnlock-<PID>.log and temporal samples to %TEMP%\MfgUnlock-intervals-<PID>.csv.

Cyberpunk 2077

The dedicated Cyberpunk 2077 mod is still available on Nexus Mods.

Build

Requires Visual Studio 2022, CMake 3.24+, Streamline SDK 2.12.0, and compatible ReShade and ImGui source trees.

cmake -S .\source\native -B .\build -G "Visual Studio 17 2022" -A x64 `
  -DSTREAMLINE_ROOT="C:\path\to\streamline" `
  -DMFG_UNLOCK_BUILD_UNIVERSAL_UI=ON `
  -DRESHADE_ROOT="C:\path\to\reshade" `
  -DIMGUI_ROOT="C:\path\to\reshade\deps\imgui"
cmake --build .\build --config Release --parallel --target `
  RTX40MFGCore RTX40MFGAuto RTX40MFGReShadeUI

License

Original code in this repository is licensed under the MIT License. Reuse and redistribution are permitted provided the copyright and license notice are retained. NVIDIA Streamline, NGX, ReShade, Ultimate ASI Loader, and other external components remain subject to their respective terms. The bundled MinHook source retains its own license in the MinHook license.

MFG-Unlocker (dashdogy/MFG-Unlocker)

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这是什么?一个实验性的 Windows 模组,为 NVIDIA RTX 40 系列 GPU 上已支持 Streamline DLSS 帧生成的游戏解锁更高的 DLSS 多帧生成(MFG)倍率,最高 6 倍。
这是独立应用还是游戏模组?它是一个 DLL/ASI 注入器加一个 ReShade 插件,在运行时挂钩游戏的 Streamline 和 NGX 调用,不是独立应用。
怎么把它装到游戏上?把 RTX40MFG.asi 和 RTX40MFGCore.dll 复制到游戏真实可执行文件旁边,以受支持的代理名(如 dinput8.dll 或 version.dll)安装 Ultimate ASI Loader,把自带的 global.ini 合并进对应的 UAL 代理文件,再配置带扩展支持的 ReShade 以启用控制菜单。
安装这个模组前需要准备什么?需要 Windows x64、RTX 40 系列 GPU、一款 Streamline DLSS 帧生成可正常工作的游戏、Ultimate ASI Loader,以及带扩展支持(用于控制菜单)的 ReShade。
它能给原本不支持帧生成的游戏加上帧生成吗?不能,它只能在已附带 Streamline DLSS 帧生成的游戏中扩展倍率。作者称它是不提供支持的研究软件,更高倍率和 Vulkan 支持都属实验性质,可能造成画面伪影、画面冻结、黑屏或崩溃。
倍率超过 2 倍时画面冻结了怎么办?几位用户发现,在 NVIDIA App 的 DLSS Override 设置中把游戏的帧生成预设改为 Preset B 可以恢复画面输出。这是一个未经官方确认的社区解决办法,据报告对 Crimson Desert 和 Star Wars: Zero Company 有效。
它是怎么把倍率推到游戏正常上限之上的?核心模块会在功能创建之前拦截 Streamline 和 NGX 调用,把 NVIDIA 登记的每款游戏上限与当前 Streamline 封装层的容量结合起来,在两者都允许时提供最高 6 倍,否则回退到较低的支持上限。
它会改动磁盘上的任何 NVIDIA 文件吗?不会,它只在运行时对运行中的游戏进程内经过验证的代码和数据打补丁;磁盘上的 NVIDIA 文件不会被改动。
有专门针对 Cyberpunk 2077 的版本吗?有,另有一个专门的 Cyberpunk 2077 模组在 Nexus Mods 上维护和分发,而不是这个通用版本。
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