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Add Path A/B/C FSR3 runtime detection with clear FG fallback status
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7 changed files with 92 additions and 17 deletions
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@ -6346,11 +6346,18 @@ void GameScreen::renderSettingsWindow() {
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if (renderer->isAmdFsr3FramegenRuntimeActive()) {
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runtimeStatus = "Active";
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} else if (renderer->isAmdFsr3FramegenRuntimeReady()) {
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runtimeStatus = "Library loaded (dispatch staged)";
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runtimeStatus = "Ready";
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} else {
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runtimeStatus = "Library missing";
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runtimeStatus = "Unavailable";
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}
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ImGui::TextDisabled("Runtime: %s (%s)",
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runtimeStatus, renderer->getAmdFsr3FramegenRuntimePath());
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if (!renderer->isAmdFsr3FramegenRuntimeReady()) {
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const std::string& runtimeErr = renderer->getAmdFsr3FramegenRuntimeError();
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if (!runtimeErr.empty()) {
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ImGui::TextDisabled("Reason: %s", runtimeErr.c_str());
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}
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}
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ImGui::TextDisabled("Runtime: %s", runtimeStatus);
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} else {
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ImGui::BeginDisabled();
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bool disabledFg = false;
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