docs(changes): changesets for DLSS and Reflex, HDR output, mesh-shader grass, the Vulkan grass fix and app native
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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changes/streamline-dlss-reflex.md
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changes/streamline-dlss-reflex.md
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bump: minor
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type: feat
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**NVIDIA DLSS super resolution and Reflex on the Vulkan renderer** — through NVIDIA Streamline 2.14.1.
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- **The loader** — on Windows `Vk.open()` takes `sl.interposer.dll` beside the executable in place of
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`vulkan-1.dll` when a program asks (`Vk.sl_prefer`), falling back to plain Vulkan without it; the `sl*`
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exports and feature functions are reachable from Ludic.
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- **render3d** — `r3d_dlss(mode)` upscales the lit HDR frame before bloom and the tonemap, jittered on a
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Halton cycle, with preset K in every mode (the default M cost 18 ms a frame at 4K on an RTX 3070 Ti);
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`r3d_dlss_render_w/h` give the size to render at. `r3d_reflex(mode)` sleeps each frame and marks
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simulation, submit and present. `R3D_DLSS`, `R3D_REFLEX`, `R3D_DLSS_PRESET`, `R3D_SL_LOG` for tests.
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- **Commands the interposer lacks** — it exports no `vkSetHdrMetadataEXT`, `vkCmdDrawMeshTasksEXT` or
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acceleration-structure command; `Vk.has` checks one and `vkGetDeviceProcAddr` reaches it.
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