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DXGI Frame Proxy

An engine-agnostic DXGI proxy layer that intercepts frame presentation and provides a safe, extensible foundation for frame generation and temporal rendering research.

This project focuses on the hard, often-overlooked part of modern frame generation systems:
reliably entering the rendering pipeline without breaking stability.


What this is

  • A DXGI / D3D12 proxy that hooks into the swapchain and presentation flow
  • A robust core architecture for frame interception
  • A FG-ready pipeline designed for experimentation and research
  • A clean separation between infrastructure and algorithms

This repository provides the plumbing, not the algorithm.


What this is NOT

  • ❌ Not a complete Frame Generation implementation
  • ❌ Not a DLSS / FSR replacement
  • ❌ Not a plug-and-play FPS booster

There is no frame generation algorithm included by design.


Why this exists

Most experimental frame generation projects fail not because of bad math, but because of:

  • fragile DXGI hooks
  • broken device-lost handling
  • unsafe Present / ResizeBuffers interception
  • race conditions and lifecycle bugs

This project solves those problems first.

It is intended as a research base that others can build on.


Features

  • DXGI swapchain interception
  • Safe Present and ResizeBuffers handling
  • Device lost / reset resilience
  • Thread-safe global state management
  • Bypass and enable/disable control paths
  • Clean API surface for future FG / temporal algorithms
  • Minimal and safe DllMain design

Intended use cases

  • Frame Generation research
  • Temporal rendering experiments
  • Optical flow–based approaches
  • Engine-agnostic graphics R&D
  • Learning how modern FG systems are integrated at a low level

Architecture overview

  • Core
    Lifecycle, state machine, safety guarantees

  • DXGI Proxy
    Swapchain interception and frame timing access

  • FrameGen Interface
    Algorithm-agnostic entry point (no implementation included)

  • Settings & Logging
    Thread-safe configuration and diagnostics

The project is structured so that algorithms can be added without modifying the proxy core.


Why no FG algorithm?

Because algorithms are:

  • subjective
  • rapidly evolving
  • highly experimental

The infrastructure is the hard, reusable part.

If you want to add:

  • motion-vector reprojection
  • optical flow
  • hybrid temporal approaches
  • ML-based methods

This project is meant to be the place where you start.


Build status

This project is provided as-is and may require platform-specific adjustments depending on your environment.

It is intended for developers familiar with DXGI / D3D12 internals.


License

MIT License.

Use it, modify it, build on it.


Disclaimer

This project is for research and educational purposes.
It is not affiliated with NVIDIA, AMD, Intel, or Microsoft.


Final note

If you are looking for a ready-made FPS boost, this is not it.

If you are interested in how frame generation systems are wired into real rendering pipelines,
you are in the right place.

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DX12 frame interception & timing infrastructure for experimental frame generation and temporal rendering research. No frame generation algorithm included. Note: This is a Demo

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