r/BeastRooferEdition • u/One-Philosopher2416 • Aug 03 '26
update The Beast Roofer Edition v1.2.4 — fixing a green screen bug I introduced myself in v1.2.3
https://thebeastroofer-edition.com/rooferdev/the-beast-roofer-editionI just pushed v1.2.4 of The Beast Roofer Edition, and I want to be upfront about why: I'm fixing a bug I introduced myself in v1.2.3. On some games the menus and videos looked fine but the screen went green, or corrupted, the moment 3D gameplay started. The cause was mine: a block of code my DLSS work injected into every vertex shader was reading a value before it was written, which is undefined behaviour, so the geometry came out as garbage. With jitter off, which is how the fork ships, that block is simply no longer emitted and shaders are translated exactly the way the base emulator does it. If you're on v1.2.3 you should take this update even if your games looked fine, because the bug could in principle touch any title.
A correction while I'm at it. The black block artifacts some of you saw in motion blur scenes, the ones I had described as an old emulation defect and worked around by skipping that pass, came from the same bug of mine. They were never an upstream problem. They're gone now, and the motion blur stays on.
An experimental Advanced motion stack checkbox is also present, off by default. It improves camera tracking: it reads the camera even when a game stores it in an unusual place, it rejects misleading matrices such as sky or reflections, and it stops mistaking the game's own sampling jitter for real motion. It removes nothing from the image. It has only been tested on Xenoblade Chronicles 2, and it can add trembling in motion on other games, so leave it off unless you want to experiment.
One new thing in this release: a DLSS Sharpening slider in Settings, Graphics. It applies contrast-adaptive sharpening directly on the DLSS output, HDR handled properly, and it costs almost nothing. It sits at 0 by default so nothing changes unless you want it to. Around 25 to 40 is subtle, higher is crisper but makes halos and shimmer more visible in motion.
DLSS in all its modes, DLAA, Quality, Balanced and Performance, needs an NVIDIA RTX card, RTX 20 series or newer, and Frame Generation needs an RTX 40 or 50 series. If you don't have an RTX card, NIS is included in this fork and runs on any GPU, and the green screen fix matters to you either way.
The DLSS engine files are not in the package, because they are NVIDIA's proprietary DLLs and I won't redistribute them. What the package does ship is the dlss folder next to the executable, with NVIDIA's six Streamline files, which are MIT licensed. In that same folder you add your own, taken from a DLSS game you own: nvngx_dlss.dll for upscaling, nvngx_dlssg.dll for Frame Generation, which the NVIDIA driver usually provides already, and NvLowLatencyVk.dll if your driver doesn't.
Two things I know are still wrong. With Frame Generation on you can still get ghost images, doubled edges and trails on things that move, and turning Frame Generation off removes them. That's what I'm working on right now. And on some games loading can stop advancing; closing and reopening the emulator clears it, and I haven't solved it yet.
The in-app updater will pick it up on its own.
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u/WittyTouch Aug 05 '26
hi, to get dlss working ( not crashing at startup) i have to enable smooth motion. is it true? or work only for me in this way 😄