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[MHWilds] Fix black screen when using DLSS 4 frame generation #1206
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In your last screenshot, g-sync is not running, probably because not in borderless fullscreen. |
Did you try to also update streamline DLLs ? The 6 sl.x.dll in the game folder, replace them with latest from https://github.com/NVIDIAGameWorks/Streamline (bin folder) Might work better with DLSS 4 |
Thanks for your advice. Replacing sl.x.dll turned out to work. The only problem is that REFramework's menu now keeps flashing as shown in the video. 2025-03-04.020522_1.mp4 |
Hmm I don't have this issue though I play at 16:9. As a workaround you could configure REFramework in its ini (re2-something.ini iirc) and not use the GUI. |
Is your feature request related to a problem? Please describe.
When replacing the official DLSS Frame Generation DLL (v3.7.1) with DLSS 4 (v310.*), the game displays a black screen if the actual rendering resolution differs from the game window resolution.
In my case, the game runs at 2560×1660 in borderless fullscreen mode. However, Capcom renders it at 2560×1440 (16:9 aspect ratio) and adds letterboxing at the top and bottom to match 1660p. Despite the black screen when the game is focused, I can confirm via Alt + Tab that the game is still rendering in the background.
Everything works fine if I either:
Describe the solution you'd like
Fix the black screen issue so that the game runs normally when using DLSS 4 Frame Generation, just as it does with DLSS 3.
(Expected behavior)
Describe alternatives you've considered
Trick the game into thinking it is running at 16:9, then add letterboxing on our own to achieve a fullscreen appearance. REFramework's Ultrawide/Aspect Ratio Fix function managed to solve the black screen problem (mentioned below), but I think it would be better if we can have more accurate control on game's UI.
Additional context
Here are some imperfect workarounds I've found so far:
1. Use REFramework's Ultrawide/Aspect Ratio Fix function
This forces the game to render at the actual window resolution to avoid the black screen. However, the game's GUI is not designed for aspect ratios other than 16:9 or 21:9. And whether constraint UI to 16:9 or not it still looks strange to me. Another problem is the mouse gets disjointed when constrain UI to 16:9.
Without UI constraint to 16:9:

With UI constraint to 16:9:

2. Bordered window mode + Special K
This produces a fake fullscreen. However, the fact that the game doesn't technically run in true fullscreen may cause some problem. Things like Special K, ReShade, Steam’s FPS counter, and REFramework's menu detect the game window as the red rectangle shown in the screenshot below. REFramework's menu can't go outside of the rectangle area.
(Red rectangle represents how overlays detect the window. Special K's OSD is displayed at top left corner of the game window instead of the screen)
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