Update nvngx.ini

This commit is contained in:
cdozdil
2024-02-21 09:59:27 +03:00
committed by GitHub
parent 8908034add
commit a33ebc8a98
+30 -12
View File
@@ -43,23 +43,28 @@ BuildPipelines=auto
;Always returns unsupported when setting network model
;NetworkModel=0
;Override XeSS quality mode (will not change scale ratio, experimental)
;Override XeSS quality mode
; (will not change scale ratio, experimental probably does not make any difference)
; XESS_QUALITY_SETTING_PERFORMANCE = 101,
; XESS_QUALITY_SETTING_BALANCED = 102,
; XESS_QUALITY_SETTING_QUALITY = 103,
; XESS_QUALITY_SETTING_ULTRA_QUALITY = 104,
; Default (auto) is DLSS value
; Default (auto) is XeSS quality matching DLSS value
OverrideQuality=auto
[CAS]
;Enables CAS shapening - Default (auto) is false
Enabled=auto
;Override DLSS sharpness paramater with fixed shapness value - Default (auto) is false
OverrideSharpness=auto
;Strength of sharpening, value range between 0.0 and 1.0 - Default (auto) is 0.4
;Strength of sharpening,
; value range between 0.0 and 1.0 - Default (auto) is 0.4
Sharpness=auto
;Color space conversion for input and output
;Looks like some games might need it (Alan Wake 2?)
;Looks like some games might need it
;
;Valid values are;
; 0 = FFX_CAS_COLOR_SPACE_LINEAR -> Linear color space, will do nothing.
@@ -72,25 +77,35 @@ Sharpness=auto
ColorSpaceConversion=auto;
[Depth]
; Force XESS_INIT_FLAG_INVERTED_DEPTH flag on xessInit
; true or false - Default (auto) is DLSS value
DepthInverted=auto
[Color]
; Force XESS_INIT_FLAG_ENABLE_AUTOEXPOSURE flag on xessInit
; Some Unreal Engine games needs this, fixes colors specially in dark areas
; true or false - Default (auto) is DLSS value
AutoExposure=auto
; Removes XESS_INIT_FLAG_LDR_INPUT_COLOR flag on xessInit
; true or false - Default (auto) is DLSS value
HDR=auto
[MotionVectors]
; Force XESS_INIT_FLAG_JITTERED_MV flag on xessInit
; true or false - Default (auto) is DLSS value
JitterCancellation=auto
; Force XESS_INIT_FLAG_HIGH_RES_MV flag on xessInit
; true or false - Default (auto) is DLSS value
DisplayResolution=auto
[UpscaleRatio]
;set this to true to enable the internal resolution override - Default (auto) is false
;Set this to true to enable the internal resolution override
; true or false - Default (auto) is false
UpscaleRatioOverrideEnabled=auto
;set the forced upscale ratio value
;Set the forced upscale ratio value
;
;resolution values are calculated in this way:
;OutHeight = Height / ratio;
@@ -99,10 +114,10 @@ UpscaleRatioOverrideEnabled=auto
UpscaleRatioOverrideValue=auto
[QualityOverrides]
; Set custom upscaling ratio for each quality mode
;
; set this to true to enable custom quality mode overrides - Default (auto) is false
;Set this to true to enable custom quality mode overrides - Default (auto) is false
QualityRatioOverrideEnabled=auto
;Set custom upscaling ratio for each quality mode
;
; Default (auto) values:
; Ultra Quality : 1.3
@@ -122,7 +137,10 @@ QualityRatioUltraPerformance=auto
; Default (auto) is false
DisableReactiveMask=auto
; Resource barrier values
; These settings defines each resources initial resource
; state and add resource barrier for correct state
;
; Resource barrier states
; ----------------------------------------------------
; D3D12_RESOURCE_STATE_COMMON = 0,
; D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER = 1,
@@ -152,7 +170,7 @@ DisableReactiveMask=auto
; D3D12_RESOURCE_STATE_VIDEO_ENCODE_READ = 2097152,
; D3D12_RESOURCE_STATE_VIDEO_ENCODE_WRITE = 8388608
;------------------------------------------------------
;
; Color texture resource state to fix for rainbow colors on AMD cards (for mostly UE games) - Default (auto) is false
; For UE engine games on AMD, set it to D3D12_RESOURCE_STATE_RENDER_TARGET (4)
ColorResourceBarrier=auto
@@ -165,4 +183,4 @@ ColorMaskResourceBarrier=auto
; Exposure texture resource state, from this D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging) - Default (auto) is false
ExposureResourceBarrier=auto
; Output texture resource state, from this D3D12_RESOURCE_STATE_UNORDERED_ACCESS (for mostly debugging) - Default (auto) is false
OutputResourceBarrier=auto
OutputResourceBarrier=auto