Greetings everyone! It’s time for yet another update on the transformative mod, Optiscaler. Just a week after my last piece discussing its developments, we’ve got more exciting news—this time, focused on AMD’s Ray Regeneration. Thanks to the efforts of DarkHelmet, users can now integrate AMD’s unique Ray Regeneration denoiser as a substitute for Nvidia’s Ray Reconstruction. This is momentous news, considering that Ray Regeneration is currently supported in only two titles, one of which is not set to launch until the 19th.
AMD Redstone Revolutionized
The new update enhances the mod’s capabilities, allowing players to utilize FSR 4.1 Redstone Upscaling, FSR Redstone ML FG, and FSR Redstone Ray Regeneration across most games that support Nvidia’s counterparts. It’s important to note, however, that this is not an official Optiscaler release but rather a preview showcasing DarkHelmet’s remarkable progress so far. Currently, I have only been successful in using it with Cyberpunk 2077; attempts to inject it into titles like Avatar: Frontiers of Pandora and Indiana Jones and the Great Circle have not yielded results.
Understanding the Implementation
In my previous article, I glossed over the technical aspects of Optiscaler during the Vulkan update, primarily due to my limited knowledge of the subject. However, I’ve gathered some insights this time, courtesy of DarkHelmet’s revelations on Discord. Essentially, he has integrated the Ray Regeneration process into the upscaling pipeline, utilizing what he describes as a “fatass conversion shader.”This component adapts the inputs meant for Nvidia’s RR, making them suitable for AMD’s version. DarkHelmet also highlighted the challenges associated with input modulation and compositional adjustments.

Installation Instructions
As per the request from TheRazerMD, I must inform you that currently, Ray Regeneration through Optiscaler only functions with RDNA 4 graphics cards. FSR 4.1 follows a similar pattern, with limited support for RDNA 3 cards on Linux only. Here’s a brief guide on how to install this feature for Cyberpunk 2077, assuming you have some familiarity with installing Optiscaler.
- Download the latest Optiscaler test build from the Discord channel.
- You will also require the compiled Optiscaler.dll file provided by Dr. House, accessible here.
- Additionally, obtain FSR 4.1 (Discord access is needed to view these links).
- You will also need the dll file for Ray Regeneration from the FSR SDK v2.1.1. Download the minimal package, extract it, and locate the dll file at Kits > FidelityFX > signedbin > amd_fidelityfx_framegeneration_dx12.dll.
- Transfer the extracted files from the Opti test build to the Cyberpunk’s executable folder and replace the Optiscaler.dll with the one compiled for the Ray Regeneration fork.
- Also, move the amdxcffx64.dll file for FSR 4.1 and amd_fidelityfx_framegeneration_dx12.dll into the same folder.
- Execute windows_setup, selecting default options with Nvidia spoofing enabled (do not use Optipatcher).
- Once in-game, enable Path Tracing and toggle on DLSS Ray Reconstruction. In the Optiscaler menu, select FSR Ray Regeneration and FSR 4.1.0 as your upscalers.

Image Quality Evaluation
The Ray Regeneration technology significantly outperforms the default denoiser, particularly in enriching global illumination for more authentic indirect light effects. It also enhances the clarity of reflections, especially with metallic surfaces, as illustrated in the video below. Furthermore, it improves how light interacts with volumetric effects such as fog, leading to more sophisticated diffusion.
However, it’s worth noting that there is a downside—Ray Regeneration can introduce a sort of “wobbling”instability. This manifests as a shimmering effect akin to noise, which can be jarring when compared to the original denoiser. Nonetheless, since this implementation stems from an unofficial source created by DarkHelmet and collaborators, these artifacts may be a temporary issue related to the translation process necessary for the functionality. Furthermore, this adaptation tends to be quite resource-intensive.
Despite these challenges, the potential of this feature is thrilling. With AMD’s RX 9000 series of GPUs showing promising path-tracing capabilities, the ability to activate Ray Regeneration in titles that don’t support it officially is exciting. I eagerly await a formal Optiscaler test release featuring these new capabilities and plan to revisit Ray Regeneration for a comprehensive assessment once it arrives.
Leave a Reply