[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-96175":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":10,"language":11,"languages":10,"totalLinesOfCode":10,"stars":12,"forks":13,"watchers":12,"openIssues":13,"contributorsCount":13,"subscribersCount":13,"size":13,"stars1d":13,"stars7d":13,"stars30d":13,"stars90d":13,"forks30d":13,"starsTrendScore":13,"compositeScore":14,"rankGlobal":10,"rankLanguage":10,"license":15,"archived":16,"fork":16,"defaultBranch":17,"hasWiki":18,"hasPages":16,"topics":19,"createdAt":10,"pushedAt":10,"updatedAt":22,"readmeContent":23,"aiSummary":24,"trendingCount":13,"starSnapshotCount":13,"syncStatus":25,"lastSyncTime":26,"discoverSource":27},96175,"bg3fgvk","thierbig\u002Fbg3fgvk","thierbig","Free DLSS Frame Generation (x2\u002Fx3\u002Fx4) for Baldur's Gate 3 on Vulkan via NVIDIA Streamline. Compatible with BG3SE, MCM and DLSS 5 (Neural Rendering).","https:\u002F\u002Fwww.nexusmods.com\u002Fbaldursgate3\u002Fmods\u002F24804",null,"C++",102,0,40,"MIT License",false,"main",true,[20,21],"dlss","framegeneration","2026-09-20 04:01:32","# bg3fgvk\n\nFree, open-source **DLSS Frame Generation (x2 \u002F x3 \u002F x4) for Baldur's Gate 3** on Vulkan.\n**Compatible with DLSS 5** (NVIDIA Neural Rendering) through OptiScaler, see\n[DLSS 5](#dlss-5-neural-rendering-optional) below.\n\nDownload: [Nexus Mods](https:\u002F\u002Fwww.nexusmods.com\u002Fbaldursgate3\u002Fmods\u002F24804) or the\n[GitHub Releases](https:\u002F\u002Fgithub.com\u002Fthierbig\u002Fbg3fgvk\u002Freleases) page.\n\n**Compatible with the Baldur's Gate 3 Script Extender (BG3SE) and Mod Configuration Menu (MCM).**\n\nbg3fgvk is a small DLL that plugs NVIDIA Streamline's DLSS-G into the game's Vulkan swapchain. The\ngame's own DLSS Super Resolution provides depth and motion vectors; the NVIDIA driver generates and\npaces the extra frames. No upscaler replacement, no menu of its own, no account or key.\n\nMeasured on an RTX 50-series card at 2560x1440 with DLSS Quality: a 30 to 35 fps scene shows at\nroughly 120 to 140 fps with x4 (Streamline itself reports the multiplier).\n\n![Mod Configuration Menu open while DLSS Frame Generation runs at x4 (indicator top-left, 422 fps top-right)](docs\u002Fimages\u002Fmcm-dlssg-x4.png)\n\n## Quick start\n\n1. Install [**Native Mod Loader**](https:\u002F\u002Fwww.nexusmods.com\u002Fbaldursgate3\u002Fmods\u002F944): extract its\n   `bin` folder over the game's `bin` folder (the one with `bg3.exe`) and let it replace\n   `bink2w64.dll`. It loads every DLL in `bin\\NativeMods\\`. Skip if you already have it.\n2. Download `bg3fgvk-vX.Y.Z.zip` from the Releases page and extract its contents into that same\n   `bin\\` folder, merging the `NativeMods` folder. You end up with `bin\\NativeMods\\fgvk.dll` and\n   `bin\\NativeMods\\Streamline\\` (NVIDIA's runtime, seven files; leave the folder where it is).\n3. In the game's Video settings the renderer must be **Vulkan** and **DLSS** on (any quality, or\n   DLAA). Windows must have **Hardware-accelerated GPU scheduling** on.\n\nLoad a save. Frame generation starts by itself a couple of seconds into the world. Numpad `*`\nturns it off and on. That is all.\n\n## Requirements\n\n| | |\n|---|---|\n| GPU | NVIDIA RTX 40 series for x2 (x3 \u002F x4 possible, see below). RTX 50 series for x3 and x4. |\n| Game | Baldur's Gate 3 in **Vulkan** mode (the default `bg3.exe`, not DirectX 11). |\n| In-game | **DLSS enabled** in Video settings (any quality, or DLAA). With DLSS off the mod stays idle. |\n| Loader | [Native Mod Loader](https:\u002F\u002Fwww.nexusmods.com\u002Fbaldursgate3\u002Fmods\u002F944) (the `bink2w64.dll` replacement). |\n\n**RTX 40 series:** NVIDIA caps Ada at x2. The community ReShade add-on\n[MFG Ada Unlock](https:\u002F\u002Fgithub.com\u002Fmavismmg\u002FMFGAdaUnlock-RenoDx) lifts it; then set `DLSSGFrames=3` for x4.\n\n## Checking that it works\n\nOn first launch the mod writes `bin\\NativeMods\\fgvk.ini` with defaults and a log, `bin\\fgvk.log`.\nFrame generation turns on about two seconds after the 3D world starts rendering and suspends on\nloading screens, videos and full-screen menus, where the game does not run DLSS. The log shows:\n\n```\ngate: 60 consecutive DLSS-SR frames -> DLSS-G ON\nFG stats: 300 presents -> 1200 frames displayed (x4.00) status=0\n```\n\n`x4.00` is Streamline's own count of displayed frames per rendered frame. The game's FPS display\ncannot see generated frames; use the NVIDIA App or Steam overlay. `x1.00` while playing: see\nTroubleshooting.\n\n## Hotkeys\n\n| Key | Action |\n|---|---|\n| Numpad `*` | Frame generation on \u002F off |\n| `End` | Cycle x2, x3, x4 |\n\nIf the NVIDIA App has a per-game *DLSS Override, Frame Generation* setting for Baldur's Gate 3\n(for example \"4x\"), it pins the multiplier and `End` appears to do nothing. Set it to \"Use 3D\napplication setting\" to let the mod decide. It works either way.\n\nAdvanced settings (multiplier, Reflex mode, hotkeys) live in `bin\\NativeMods\\fgvk.ini`, written\nwith defaults on first launch and documented in [BUILD.md](BUILD.md).\n\n## What to expect\n\n- The displayed frame rate is roughly 4x, 3x or 2x the rendered one.\n- A little more input latency than without frame generation; Reflex Boost keeps it in check.\n  30 fps rendered or more is where x4 looks good; below that, x2 or x3 is the better trade.\n- It pauses when the window loses focus, on loading screens and in videos, and resumes by itself.\n- Very fast camera pans can show light smearing. That is the technique, not a bug.\n\n## DLSS 5 Neural Rendering (optional)\n\nbg3fgvk runs together with DLSS 5 through the\n[OptiScaler_DLSSNR](https:\u002F\u002Fgithub.com\u002FDagherbou\u002FOptiScaler_DLSSNR) fork of OptiScaler. OptiScaler\npasses the game's DLSS call through to the driver and runs the Neural Rendering model over the\nupscaled image; bg3fgvk reads that same call, so the generated frames carry the result. RTX 50\nseries only, and you must supply NVIDIA's `nvngx_dlssnr.dll` yourself (the RenoDX Discord distributes\nit with its DLSS 5 add-on). Setup and the ini keys that matter are in **[docs\u002FDLSS5.md](docs\u002FDLSS5.md)**.\n\n![DLSS 5 Neural Rendering and DLSS Frame Generation x4 together in the Shattered Sanctum: 245 fps displayed (top right), DLSS-G indicator top left, DLSS and Neural Rendering indicators bottom left](docs\u002Fimages\u002Fdlss5-fg-x4-shattered-sanctum.png)\n\n![DLSS 5 Neural Rendering on a character close-up with DLSS Frame Generation x4 running](docs\u002Fimages\u002Fdlss5-neural-rendering-closeup.png)\n\n## Troubleshooting\n\nDiagnostics are `bin\\fgvk.log` (this mod) and `bin\\sl.log` (Streamline).\n\n- **`FG stats` shows `x1.00` while playing.** No `gate: ... DLSS-G ON` line means the game is not\n  running DLSS: enable it in Video settings. BG3 silently drops the DLSS setting after a failed\n  init, so re-select it. `status=2` means Reflex is off (`ReflexMode` in `fgvk.ini` must be 1 or 2); `status=1` means\n  the resolution is too low. The window must have focus.\n- **The game does not start, or the log stops after `slInit`.** Streamline files missing from\n  `bin\\NativeMods\\Streamline\\` or mixed from two versions, or Hardware-accelerated GPU scheduling\n  is off.\n- **Black screen or freeze.** Another mod that hooks Vulkan (an overlay, another frame generator)\n  is the usual cause; `sl.log` shows `WaitSemaphores ... timed out` right before the stall.\n  OptiScaler's menu with frame generation on froze the game in bg3fgvk 0.1.0; 1.0.0 fixes it.\n  Attach both logs to a report.\n- **Script Extender mods stop drawing their UI.** Not expected; report it with the logs.\n\nDevelopers: build steps, how it works, the Streamline runtime files and the stack dumper are in\n[BUILD.md](BUILD.md).\n\n## Credits and licenses\n\n- bg3fgvk is released under the MIT License (see `LICENSE`).\n- The NVIDIA Streamline SDK 2.12.0 runtime (`sl.*.dll`, `nvngx_dlssg.dll`, `NvLowLatencyVk.dll`)\n  is bundled unmodified from NVIDIA's release package under its license, included as\n  `STREAMLINE-LICENSE.txt`. Copyright NVIDIA Corporation.\n- Microsoft Detours (MIT) for the hooks.\n- Norbyte's Baldur's Gate 3 Script Extender, which this mod is built to coexist with.\n- PureDark's frame generation mod for Baldur's Gate 3, whose DLSS-G input recipe served as the\n  reference for what the game's buffers look like.\n- Dagherbou's OptiScaler_DLSSNR fork, which makes the optional DLSS 5 setup possible.\n- !FingerPaint, who found that the OptiScaler_DLSSNR fork and bg3fgvk work together and reported\n  the combination.\n","这是一个为《博德之门3》（Vulkan渲染模式）提供免费开源DLSS帧生成（x2\u002Fx3\u002Fx4）支持的轻量级注入式模组。它通过NVIDIA Streamline框架调用DLSS 5神经渲染能力，复用游戏原生DLSS超分输出的深度与运动矢量，在驱动层生成插值帧，无需替换上采样器或额外UI。兼容BG3SE脚本扩展与MCM配置菜单，仅需启用Vulkan+DLSS并安装Native Mod Loader即可运行。适用于追求高帧率流畅体验的RTX 40\u002F50系显卡用户，尤其适合高分辨率下维持稳定性能的单机RPG场景。",2,"2026-09-11 02:30:11","CREATED_QUERY"]