; ------------------------------------------------------- [Upscalers] ; ------------------------------------------------------- ; Select Upscaler for Dx11 games ; fsr22 (native DX11), fsr31 (native DX11), xess (native DX11, Arc only), xess_12 (dx11on12), fsr21_12 (dx11on12), fsr22_12 (dx11on12), ffx_12 (FSR 2.3; 3.1; 4.x), dlss - Default (auto) is fsr22 Dx11Upscaler=auto ; Select Upscaler for Dx12 games ; xess, fsr21, fsr22, ffx (FSR 2.3; 3.1; 4.x), dlss ; Default (auto) is DLSS when capable gpu, FSR4 when capable gpu, XeSS otherwise Dx12Upscaler=auto ; Select Upscaler for Vulkan games ; fsr21 (native VK), fsr22 (native VK), ffx (native FSR 2.3; 3.1), xess (native VK), fsr21_12 (VKon12), ffx_12 (FSR 2.3; 3.1; 4.x), dlss - Default (auto) is fsr22 VulkanUpscaler=auto ; ------------------------------------------------------- [FrameGen] ; ------------------------------------------------------- ; Enables Frame Generation ; true or false - Default (auto) is false Enabled=auto ; Selected FG Input/Source ; dlssg - Can be used with any FG Output. Supports Hudless out of the box. Limited to games that use Streamline v2 and DLSSG ; nvngxfg - Limited to FSR 3 FG (MFG with DLSS Enabler's dll). Requires DLSSG in the game. Supports Hudless out of the box. Uses Streamline swapchain for pacing. ; fsrfg - Can be used with any FG Output. Supports Hudless out of the box. ; upscaler - Upscaler must be enabled. Can be used with any FG Output, but might be imperfect with some. To prevent UI glitching, Hudfix is required ; fsrfg30 - Can be used with any FG Output. Supports Hudless out of the box. ; nofg, dlssg, nvngxfg, fsrfg, upscaler, fsrfg30 - Default (auto) is nofg FGInput=auto ; Selected FG Output ; fsrfg - requires amd_fidelityfx_dx12.dll or amd_fidelityfx_loader_dx12.dll + amd_fidelityfx_framegeneration_dx12.dll ; xefg - requires libxess_fg.dll and libxell.dll ; nvngxfg - requires dlssg_to_fsr3_amd_is_better.dll OR dlss-enabler-headless.dll ; nofg, fsrfg, xefg, nvngxfg - Default (auto) is nofg FGOutput=auto ; Frametime source, would affect frame pacing ; 0: Input (DLSSG/FSRFG/OptiFG) | 1: Time between Present calls | 2: Zero (Only for XeFG) ; true or false - Default (auto) is 0 FTInput=auto ; Enables Frame Generation Debug View ; true or false - Default (auto) is false DebugView=auto ; Draw UI over FG, requires Hudless and a UI texture, mostly for FSR FG ; true or false - Default (auto) is false DrawUIOverFG=auto ; Sets the type of a provided UI texture, with DrawUIOverFG + FSR FG it will change how the UI looks ; true or false - Default (auto) is true UIPremultipliedAlpha=auto ; Control Hudless, even if FG source provides one ; true or false - Default (auto) is false DisableHudless=auto ; Control a UI texture, even if FG source provides one ; true or false - Default (auto) is true DisableUI=auto ; Ignores Reset signals coming from FG inputs ; true or false - Default (auto) is false SkipReset=auto ; Defines FG rectangle ; integer value - Default (auto) is whole screen RectLeft=auto RectTop=auto RectWidth=auto RectHeight=auto ; Number of frames the FG is allowed to be ahead of the game ; Might prevent FG on/off switching but also might cause issues ; 1 to 3 - Default (auto) is 1 AllowedFrameAhead=auto ; Always tag Depth as ValidNow ; Will use more VRAM but needed for Uniscaler ; true or false - Default (auto) is false DepthValidNow=auto ; Always tag Velocity as ValidNow ; Will use more VRAM but needed for Uniscaler ; true or false - Default (auto) is false VelocityValidNow=auto ; Always tag Hudless as ValidNow ; Will use more VRAM but needed for Uniscaler ; true or false - Default (auto) is false HudlessValidNow=auto ; If source tags more than one hudless only use first one ; true or false - Default (auto) is false OnlyAcceptFirstHudless=auto ; Preserve and prevent releasing FG swapchain ; Might prevents crashes when releasing swapchain ; true or false - Default (auto) is true PreserveSwapChain=auto ; Skip ResizeBuffers call to swapchain ; If old and new descriptions are the same ; Prevents crashes after ResizeBuffers calls ; true or false - Default (auto) is true SkipResizeBuffers=auto ; Normally after ResizeBuffers call swapchain buffers ; should be in state COMMON, when this option enabled ; OptiScaler will try to set swapchain buffer states ; when skipping ResizeBuffers call ; Might cause crashes or fix them ; true or false - Default (auto) is false ModifyBufferState=auto ; Normally after ResizeBuffers call swapchain current index ; should be 0, when this option enabled ; OptiScaler will try to set swapchain index by calling present ; until index reaches 0 ; Might cause crashes or fix them ; true or false - Default (auto) is false ModifySCIndex=auto ; Cutoffs transparency from UI to help with interpolation ; Only works with FSR FG Output and NvngxFG ; 0.0 - 1.0 - Default (auto) is 0.0, unless it's know to fix a game HudCutoff=auto ; ------------------------------------------------------- [FSRFG] ; ------------------------------------------------------- ; Enables FSR3.1 Frame Generation Tear Lines ; true or false - Default (auto) is false DebugTearLines=auto ; Enables FSR3.1 Frame Generation interpolation skip lines ; true or false - Default (auto) is false DebugResetLines=auto ; Enables FSR3.1 Frame Generation pacing lines ; true or false - Default (auto) is false DebugPacingLines=auto ; Enables Async FSR3.1 Frame Generation ; true or false - Default (auto) is false AllowAsync=auto ; Enables usage of mutex for FG swapchain present calls ; Disabling it might improve performance in cost of stability ; true or false - Default (auto) is true UseMutexForSwapchain=auto ; Frame Pace Tuning ; ------------------------------------------------------- ; Enables custom Frame Pace Tuning parameters ; true or false - Default (auto) is true FramePacingTuning=auto ; This info is from: ; https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/54fbaafdc34716811751bea5032700e78f5a0f33/ffx-api/include/ffx_api/ffx_api_types.h#L197 ; ; Default Tuning ; safetyMarginInMs==0.1ms and varianceFactor==0.1. ; ; Tuning set A ; safetyMarginInMs==0.75ms, and varianceFactor==0.1. ; ; Tuning Set B ; safetyMarginInMs==0.01ms and varianceFactor==0.3. ; ; If your game when using FG, frame rate is running at unexpectly low frame rate, after gradual transition from rendering complex to easy scene complexity, ; you could try setting "Tuning Set B" to recover lost FPS at cost of a bit higher variance. ; ; OptiScaler will use Tuning B as default ; Frame Pace Tuning ; Sets safety margin ; float - Default (auto) is 0.01 FPTSafetyMarginInMs=auto ; Frame Pace Tuning ; Sets variance factor ; 0.0 - 1.0 - Default (auto) is 0.3 FPTVarianceFactor=auto ; Frame Pace Tuning ; Allows pacing spinlock to sleep, should reduce CPU usage ; Might cause slow ramp up of FPS ; true or false - Default (auto) is false FPTHybridSpin=auto ; Frame Pace Tuning ; How long to spin if FPTHybridSpin is true. Measured in timer resolution units. ; Not recommended to go below 2. Will result in frequent overshoots ; uint - Default (auto) is 2 FPTHybridSpinTime=auto ; Frame Pace Tuning ; Allows WaitForSingleObject instead of spinning for fence value ; true or false - Default (auto) is false FPTWaitForSingleObjectOnFence=auto ; Enable FSR-FG Redstone Watermark ; true or false - Default (auto) is false EnableWatermark=auto ; ------------------------------------------------------- [XeFG] ; ------------------------------------------------------- ; Skips pre ini checks for XeFG ; Might cause bad IQ or crashes! ; true or false - Default (auto) is false IgnoreInitChecks=auto ; Sets interpolated frame count (MFG) ; 1 = 2X | 2 = 3X | 3 = 4X ; true or false - Default (auto) is 1 InterpolationCount=auto ; XeFG DepthInverted flag ; true or false - Default (auto) is false DepthInverted=auto ; Disable UI interpolation ; Only works when hudless is provided ; true or false - Default (auto) is false UIComposition=auto ; XeFG JitteredMV flag ; true or false - Default (auto) is false JitteredMV=auto ; XeFG HighResMV flag ; true or false - Default (auto) is false HighResMV=auto ; Enables XeFG debug squares ; true or false - Default (auto) is false DebugView=auto ; Forces Borderless mode instead of Exclusive Fullscreen ; It might cause stability issues on mode changes ; or IQ issues when exclusive fullscreen mode is ; smaller than diplay resolution ; true or false - Default (auto) is false ForceBorderless=auto ; ------------------------------------------------------- [DLSSG] ; ------------------------------------------------------- ; Sets interpolated frame count (MFG) ; 1 = 2X | 2 = 3X | 3 = 4X | 4 = 5X | 5 = 6X ; true or false - Default (auto) is 1 InterpolationCount=auto ; Default (auto) is true UseGamesReflexMarkers=auto ; For overriding game's value sent to SL, could be Nvngx FG, could be noFG when someone uses real DLSSG ; Default (auto) is no override OverrideInterpolationCount=auto ; Try to force Dynamic MFG. Requires Nvidia Blackwell or any AMD/Intel ; Default (auto) is false OverrideForceDMFG=auto ; Sets the FPS target for dynamic multi frame generation ; When non-zero, you won't be able to manually adjust the FG multiplier ; Requires DMFG to be enabled ; Default (auto) is 0.0 (monitor's refresh rate) FramerateTargetDMFG=auto ; ------------------------------------------------------- [OptiFG] ; ------------------------------------------------------- ; Disables HUDFix resource tracking ; along with reducing CPU overhead when used with ; ML Frame Generators which handle HUD elements ; true or false - Default (auto) is false DisableHUDFix=auto ; Enables HUDFix Hudless tracking for Frame Generation ; Might cause crashes, especially with Async ; true or false - Default (auto) is false HUDFix=auto ; Delays HUDless image capture ; Might cause crashes, especially if set too high! ; integer value above > 0 - Default (auto) is 1 HUDLimit=auto ; Extended HUDless checks for more image formats ; Might cause crash and slowdowns. ; true or false - Default (auto) is false HUDFixExtended=auto ; Do not use CreateRenderTargetView for resource tracking ; true or false - Default (auto) is false HudfixDisableRTV=auto ; Do not use CreateShaderResourceView for resource tracking ; true or false - Default (auto) is false HudfixDisableSRV=auto ; Do not use CreateUnorderedAccessView for resource tracking ; true or false - Default (auto) is false HudfixDisableUAV=auto ; Do not use OMSetRenderTargets for resource tracking ; true or false - Default (auto) is false HudfixDisableOM=auto ; Do not use SetComputeRootDescriptorTable for resource tracking ; true or false - Default (auto) is true HudfixDisableSCR=auto ; Do not use SetGraphicsRootDescriptorTable for resource tracking ; true or false - Default (auto) is true HudfixDisableSGR=auto ; Do not use DrawInstanced for resource tracking ; true or false - Default (auto) is false HudfixDisableDI=auto ; Do not use DrawIndexedInstanced for resource tracking ; true or false - Default (auto) is false HudfixDisableDII=auto ; Do not use Dispatch for resource tracking ; true or false - Default (auto) is false HudfixDisableDispatch=auto ; Prevent swapchain buffers to be used as Hudless ; Might help fixing overlay issues but also might reduce compatibility ; true or false - Default (auto) is false HUDFixDontUseSwapchainBuffers=auto ; Relax resolution checks for Hudless by 32 pixels ; Helps games which use black borders for some resolutions and screen ratios (e.g. Witcher 3) ; true or false - Default (auto) is false HUDFixRelaxedResolutionCheck=auto ; Enables capturing of resources before shader execution. ; Increase hudless capture chances but might cause capturing of unnecessary resources. ; true or false - Default (auto) is false HUDFixImmediate=auto ; Resource tracking is always enabled regardless of Hudfix setting ; Might cause performance issues but disabling might cause stability issues ; true or false - Default (auto) is false AlwaysTrackHeaps=auto ; Instead of single mutex use shards for tracking resources ; Might improve performance on heavy multithreaded games ; true or false - Default (auto) is false UseShards=auto ; Block rarely used resources from using as hudless ; to prevent flickers and other issues ; true or false - Default (auto) is false ResourceBlocking=auto ; Makes a copy of Depth to be used with Hudfix FG call ; Setting it false most probably cause occasional garbling ; true or false - Default (auto) is true MakeDepthCopy=auto ; Scale depth buffer according to DepthScaleMax value ; Fixes broken depth buffer info for DLSS-D + UE ; true or false - Default (auto) is false EnableDepthScale=auto ; Scale value for EnableDepthScale ; Depth value will be divided to this value ; float - Default (auto) is 10000.0 DepthScaleMax=auto ; Makes a copy of motion vectors to be used with Hudfix FG call ; Setting it false most probably cause occasional garbling ; true or false - Default (auto) is true MakeMVCopy=auto ; Flip Depth & Velocity textures ; This should fix OptiFG issues with Unity games ; true or false - Default (auto) is false ResourceFlip=auto ; Flip Depth & Velocity textures according to interpolation area ; This should fix OptiFG issues with Unity games ; true or false - Default (auto) is false ResourceFlipOffset=auto ; Always captures and swaps FSR-FG 3.1 swapchain with selected output ; This should fix double present call issue with ; games create but not use FSR-FG swapchain (Silent Hill f) ; true or false - Default (auto) is false AlwaysCaptureFSRFGSwapchain=auto ; ------------------------------------------------------- [Inputs] ; ------------------------------------------------------- ; OptiScaler will hook (nvngx.dll) and use Dlss Inputs ; true or false - Default (auto) is true EnableDlssInputs=auto ; OptiScaler will hook (libxess.dll) and use XeSS Inputs ; true or false - Default (auto) is true EnableXeSSInputs=auto ; OptiScaler will hook Fsr2 Inputs ; true or false - Default (auto) is true EnableFsr2Inputs=auto ; OptiScaler will hook Fsr2 Dx11 Inputs instead of Dx12 one ; true or false - Default (auto) is false UseFsr2Dx11Inputs=auto ; OptiScaler will hook Fsr2 Vulkan Inputs instead of Dx11 & Dx12 ones ; true or false - Default (auto) is false UseFsr2VulkanInputs=auto ; OptiScaler will use Fsr2 Inputs ; true or false - Default (auto) is true UseFsr2Inputs=auto ; Try to find FSR2 methods with pattern matching ; Will slow down the loading of the game ; true or false - Default (auto) is false Fsr2Pattern=auto ; OptiScaler will hook Fsr3 Inputs ; true or false - Default (auto) is true EnableFsr3Inputs=auto ; OptiScaler will use Fsr3 Inputs ; true or false - Default (auto) is true UseFsr3Inputs=auto ; Try to find FSR3 methods with pattern matching ; Will slow down the loading of the game ; true or false - Default (auto) is false Fsr3Pattern=auto ; OptiScaler will hook FidelityFX (amd_fidelityfx_dx12.dll) API Inputs ; true or false - Default (auto) is true EnableFfxInputs=auto ; OptiScaler will use FidelityFX API Inputs ; true or false - Default (auto) is true UseFfxInputs=auto ; Enables hot swapping between games FSR3.1 upscaler and OptiScaler's selected upscaler ; true or false - Default (auto) is false EnableHotSwapping=auto ; ------------------------------------------------------- [FSRFGInputs] ; ------------------------------------------------------- ; Do not use Hudless set at ffxConfig ; true or false - Default (auto) is false SkipConfigForHudless=auto ; Do not use Hudless set at ffxDispatch ; true or false - Default (auto) is false SkipDispatchForHudless=auto ; ------------------------------------------------------- [Framerate] ; ------------------------------------------------------- ; Frame rate limit that uses Reflex whenever possible ; This includes any tech that replaces Reflex like XeLL or AntiLag 2 ; float - Default (auto) is 0.0 (disabled) FramerateLimit=auto ; ------------------------------------------------------- [XeSS] ; ------------------------------------------------------- ; Building pipeline for XeSS before init ; true or false - Default (auto) is true BuildPipelines=auto ; Creating heap objects for XeSS before init ; true or false - Default (auto) is false CreateHeaps=auto ; Select XeSS network model ; Currently doesn't seem to do anything ; 0 = KPSS | 1 = Splat | 2 = Model 3 | 3 = Model 4 | 4 = Model 5 | 5 = Model 6 ; Default (auto) is 0 NetworkModel=auto ; ------------------------------------------------------- [FSR] ; ------------------------------------------------------- ; Sets camera vertical FOV value for FSR and FSR FG ; 0.0 to 180.0 - Default (auto) is 60.0 VerticalFov=auto ; If Vertical FOV is not defined will be used to calculate Vertical FOV ; 0.0 to 180.0 - Default (auto) is off HorizontalFov=auto ; Sets camera near value for FSR and FSR FG ; 0.0 to max float value - Default (auto) is 0.1 CameraNear=auto ; Sets camera far value for FSR and FSR FG ; 0.0 to max float value - Default (auto) is 10000.0 CameraFar=auto ; Enables usage of camera values (near, far, FOV) ; received from FSR2/3 or FFX inputs ; true or false - Default (auto) is true UseFsrInputValues=auto ; Enables Debug View for FSR3.X upscaler ; true or false - Default (auto) is false DebugView=auto ; Selects upscaler backend for FSR3.X/4 ; 0 = FSR 4.0.2 | 1 = FSR 3.1.5 | 2 = FSR 2.3.4 ; Depending on GPU - Default (auto) is 0 - FSR4 for RDNA4, FSR3 for the rest UpscalerIndex=auto ; Selects FG backend for FFX ; 0 = FSR 4.0.0 | 1 = FSR 3.1.6 ; Depending on GPU - Default (auto) is 0 - FSR4 for RDNA4, FSR3 for the rest FGIndex=auto ; Sets Velocity Factor for FSR3.1.1 and above ; Value of 0.0f can improve temporal stability of bright pixels. ; 0.0 to 1.0 - Default (auto) is 1.0 VelocityFactor=auto ; Sets Reactiveness Scale for FSR3.1.4 and above ; Meant for development purpose to test if writing a larger value to reactive mask, reduces ghosting ; 0.0 to infinite - Default (auto) is 1.0 ReactiveScale=auto ; Sets Shading Scale for FSR3.1.4 and above ; Increasing this scales fsr3.1 computed shading change value at read to have higher reactiveness. ; 0.0 to infinite - Default (auto) is 1.0 ShadingScale=auto ; Sets Accumulation added per frame for FSR3.1.4 and above ; Corresponds to amount of accumulation added per frame at pixel coordinate where disocclusion occurred or when reactive mask value is > 0.0f. ; Decreasing this and drawing the ghosting object (IE no mv) to reactive mask with value close to 1.0f can decrease temporal ghosting. ; Decreasing this value could result in more thin feature pixels flickering. ; 0.0 to 1.0 - Default (auto) is 0.333 AccAddPerFrame=auto ; Sets Minimum Disocclusion Accumulation for FSR3.1.4 and above ; Increasing this value may reduce white pixel temporal flickering around swaying thin objects that are disoccluding one another often. ; Too high value may increase ghosting. A sufficiently negative value means for pixel coordinate at frame N that is disoccluded, ; add fAccumulationAddedPerFrame starting at frame N+2. ; -1.0 to 1.0 - Default (auto) is -0.333 MinDisOccAcc=auto ; Use raw DLSS reactive mask as transparency mask ; true or false - Default (auto) is true UseReactiveMaskForTransparency=auto ; Bias to apply DLSS reactive mask when using with FSR ; Higher the value, more bias on new frame ; 0.0 - 0.9 - Default (auto) is 0.45 DlssReactiveMaskBias=auto ; Forces Opti to try to use FSR4 in case the GPU detection says otherwise ; true or false - Default (auto) is false Fsr4ForceCapable=auto ; Select FSR4 model to use ; 0 = For FSR Native AA, 1 = Ultra Quality/Quality, 2 = Balanced, 3 = Performance, 4 = DRS, 5 = Ultra Performance ; From 0 to 5 - Default (auto) is game's default Fsr4Model=auto ; Enable FSR4 Watermark ; true or false - Default (auto) is false Fsr4EnableWatermark=auto ; Indicates input color resource uses Non-Linear color space ; Might improve IQ of FSR4 ; true or false - Default (auto) is false FsrNonLinearColorSpace=auto ; Indicates input color resource contains perceptual sRGB colors ; Might improve IQ of FSR4 ; true or false - Default (auto) is false FsrNonLinearSRGB=auto ; Indicates input color resource contains perceptual PQ colors ; Might improve IQ of FSR4 ; true or false - Default (auto) is false FsrNonLinearPQ=auto ; Updates the DirectX 12 Agility SDK ; Enabling the use of FSR4 on Windows 10 in older titles like Cyberpunk 2077 ; You MUST copy D3D12_OptiScaler folder next to game's exe! ; true or false - Default (auto) is false FsrAgilitySDKUpgrade=auto ; ------------------------------------------------------- [DLSS] ; ------------------------------------------------------- ; Enables calls to original NVNGX ; true or false - Default (auto) is true Enabled=auto ; Set this to true to enable custom render preset overrides ; true or false - Default (auto) is false RenderPresetOverride=auto ; Render presets for quality settings ; Depends on DLSS version, but most recent order is ; 0 = Default | 1 = A | 2 = B | 3 = C | 4 = D | 5 = E | 6 = F | 7 = G ; 8 = H | 9 = I | 10 = J | 11 = K | 12 = L | 13 = M | 14 = N | 15 = O ; Default (auto) is 0 RenderPresetForAll=auto RenderPresetDLAA=auto RenderPresetUltraQuality=auto RenderPresetQuality=auto RenderPresetBalanced=auto RenderPresetPerformance=auto RenderPresetUltraPerformance=auto ; Use generic appid with NGX, fixes OptiScaler preset override not working with certain games ; true or false - Default (auto) is false UseGenericAppIdWithDlss=auto ; ------------------------------------------------------- [DLSSD] ; ------------------------------------------------------- ; Set this to true to enable custom render preset overrides ; true or false - Default (auto) is false RenderPresetOverride=auto ; Render presets for quality settings ; Depends on DLSSD version, but most recent order is ; 0 = Default | 1 = A | 2 = B | 3 = C | 4 = D | 5 = E ; Default (auto) is 0 RenderPresetForAll=auto RenderPresetDLAA=auto RenderPresetUltraQuality=auto RenderPresetQuality=auto RenderPresetBalanced=auto RenderPresetPerformance=auto RenderPresetUltraPerformance=auto ; ------------------------------------------------------- [NvngxFG] ; ------------------------------------------------------- ; Fix broken visuals in some games (mostly non-UE) on AMD GPUs under Windows ; Can cause stutters, so best to use only when necessary and mentioned ; true or false - Default (auto) is false MakeDepthCopy=auto ; ------------------------------------------------------- ; ------------------------------------------------------- [Libraries] ; ------------------------------------------------------- ; Main folder for OptiScaler to check dll files below ; Default is .\OptiScaler OptiDllPath=auto ; Options below for overriding path per dll ; ----------------------------------------- ; nvngx.dll or _nvngx.dll NvngxPath=auto ; nvngx_dlss.dll NvngxDlssPath=auto ; nvapi64.dll or fakenvapi.dll NvapiPath=auto ; amd_fidelityfx_dx12.dll or amd_fidelityfx_loader_dx12.dll FfxDx12Path=auto ; amd_fidelityfx_upscaler_dx12.dll FfxDx12SRPath=auto ; amd_fidelityfx_framegeneration_dx12.dll FfxDx12FGPath=auto ; amd_fidelityfx_denoiser_dx12.dll FfxDx12RRPath=auto ; amd_fidelityfx_radiancecache_dx12.dll FfxDx12RCPath=auto ; amd_fidelityfx_vk.dll FfxVkPath=auto ; libxess.dll XeSSPath=auto ; libxess_fg.dll XeFGPath=auto ; libxell.dll XeLLPath=auto ; libxess_dx11.dll XeSSDx11Path=auto ; This path will be added to paths of Nvngx during init NvngxFeaturePath=auto ; ------------------------------------------------------- [Menu] ; ------------------------------------------------------- ; Enables new Overlay ImGui menus ; without this option OptiScaler will disable all FG features ; true or false - Default (auto) is when OptiScaler is nvngx.dll false otherwise true OverlayMenu=auto ; In-game ImGui menu scale ; 0.5 to 2.0 - Default (auto) is 1.0, gets lower below 900p Scale=auto ; Shortcut key for opening menu ; For all keycode values, you can check this address ; Match Description with key Value ; https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes ; Integer value - Default (auto) is 0x2D which equals VK_INSERT/Insert key, previous default key was 0x24 -> VK_HOME/Home key ; If you want to use e.g. VK_BACK/Backspace key, that would be 0x08 - set ShortcutKey=0x08 ; -1 -> No shortcut key ShortcutKey=auto ; Extends Scaling Ratio limits to 0.1 - 6.0 ; true or false - Default (auto) is false ExtendedLimits=auto ; Use High Quality Font for Menu ; Might use more VRAM ; If you see a black overlay or experience menu related crashes with Vulkan, try disabling ; true or false - Default (auto) is true UseHQFont=auto ; Path to a font to be used as HQ Font, requires UseHQFont=true ; Best to use monospace fonts ; Example path: C:\\Windows\\Fonts\\comic.ttf ; Default (auto) is Hack-Regular bundled with OptiScaler TTFFontPath=auto ; Disables Startup Splash message ; true or false - Default (auto) is false DisableSplash=auto ; Enables FPS overlay ; true or false - Default (auto) is false ShowFps=auto ; In-game FPS Overlay scale ; 0.5 to 2.0 - Default (auto) is using the same scale as menu FpsScale=auto ; FPS overlay position ; 0 = Top Left | 1 = Top Right | 2 = Bottom Left | 3 Bottom Right ; 0 to 3 - Default (auto) is 0 FpsOverlayPos=auto ; FPS overlay type ; 0 = Just FPS | 1 = Simple | 2 = Detailed | 3 = Detailed + Graph | 4 Full | 5 Full + Graph | 6 Reflex timings ; 0 to 6 - Default (auto) is 0 FpsOverlayType=auto ; Shortcut key for FPS overlay ; https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes ; Integer value - Default (auto) is 0x21 -> VK_PRIOR/Page up key ; -1 -> No shortcut key FpsShortcutKey=auto ; Shortcut key for FPS overlay type cycle ; https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes ; Integer value - Default (auto) is 0x22 -> VK_NEXT/Page down key ; -1 -> No shortcut key FpsCycleShortcutKey=auto ; Enables Horizontal FPS overlay layout ; true or false - Default (auto) is false FpsOverlayHorizontal=auto ; FPS Overlay background alpha ; 0.0 to 1.0 - Default (auto) is 0.4 FpsOverlayAlpha=auto ; Shortcut key for FG enabled/disabled ; https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes ; Integer value - Default (auto) is 0x23 -> VK_END/End key ; -1 -> No shortcut key FGShortcutKey=auto ; Enables Light Theme for Menu ; true or false - Default (auto) is false LightTheme=auto ; Accent color for the menu ; R/G/B float colors values of the accent color for the menu ; 0.0 to 1.0 - Default (auto) R: 0.01f, G: 0.18f, B: 0.34f (Blue) AccentColorR=auto AccentColorG=auto AccentColorB=auto ; ------------------------------------------------------- [Spoofing] ; ------------------------------------------------------- ; VendorID to spoof ; 0x10de = Nvidia | 0x8086 = Intel | 0x1002 = AMD ; Integer value - Default (auto) is 0x10de SpoofedVendorId=auto ; DeviceID to spoof ; 0x2684 = 4090 | 0xE20B = B580 | 0x7550 9070 XT ; Integer value - Default (auto) is 0x2684 (4090) SpoofedDeviceId=auto ; Target VendorID to be spoofed ; Integer value - Default (auto) is all TargetVendorId=auto ; Target DeviceID to be spoofed ; Default (auto) is all TargetDeviceId=auto ; Spoofed GPU name ; NVIDIA GeForce RTX 4090 | Intel(R) Arc(TM) B580 Graphics | AMD Radeon RX 9070 XT ; Default (auto) is NVIDIA GeForce RTX 4090 SpoofedGPUName=auto ; Enables GPU spoofing for Streamline, even if Dxgi spoofing is disabled for the rest of the game ; Usually allows for using Fakenvapi without spoofing the whole game, and sometimes DLSS/DLSSG ; true or false - Default (auto) is true StreamlineSpoofing=auto ; Enables Nvidia GPU spoofing for DXGI (can be changed above to spoof other vendors) ; true or false - Default (auto) is true for AMD/Intel, false for Nvidia Dxgi=auto ; Enables wrapping of DxgiFactory instead of hooking ; Might cause issues or help Nvidia cards with other mods ; true or false - Default (auto) is false DxgiFactoryWrapping=auto ; Skips DXGI GPU spoofing when caller method in the list (example: slInit|slGetPluginFunction|nvapi_QueryInterface) ; Be careful this will disable spoofing for rest of the calls, also does not work on Linux ; method names seperated with pipe "|" - Default (auto) is disabled DxgiBlacklist=auto ; Spoof amount of VRAM for DXGI ; Spoofed amount in GBs - Default (auto) is disabled DxgiVRAM=auto ; Enables Nvidia GPU spoofing for Vulkan (can be changed above to spoof other vendors) ; true or false - Default (auto) is false Vulkan=auto ; Enables Nvidia extension spoofing for Vulkan ; true or false - Default (auto) is false VulkanExtensionSpoofing=auto ; Spoof amount of VRAM for Vulkan ; Spoofed amount in GBs - Default (auto) is disabled VulkanVRAM=auto ; Enables spoofing of Hardware Accelerated GPU Scheduling ; Required for Nukem's mod, also lets RTX40xx series users use DLSSG without HAGS enabled ; true or false - Default (auto) is false, unless DLSSG mod is enabled SpoofHAGS=auto ; Enables overriding of requested D3D feature level ; true or false - Default (auto) is false D3DFeatureLevel=auto ; Prevents DirectX12 not supported error on UE games ; with Intel cards when spoofing enabled ; true or false - Default (auto) is false UEIntelAtomics=auto ; Spoofs Vendor ID, Device ID and Driver Version at registry level ; true or false - Default (auto) is false Registry=auto ; Driver version to be spoofed at registry ; string value - Default (auto) is 32.0.15.9155 (For Nvidia) RegistryDriver=auto ; Spoofs Vendor ID, Device ID at User32 level ; true or false - Default (auto) is false User32=auto ; ------------------------------------------------------- [Plugins] ; ------------------------------------------------------- ; Path that will be searched for same filename plugins (dxgi.dll, winmm.dll, etc.) ; Default is plugins under OptiDllPath ".\OptiScaler\plugins\" Path=auto ; Lets OptiScaler load *.asi files in plugins folder ; true or false - Default (auto) is false LoadAsiPlugins=auto ; Loads SpecialK64.dll from game's exe folder ; Please create an empty SpecialK.dxgi file next to SpecialK64.dll ; to set SpecialK's working mode, otherwise it will not be activated ; BECAUSE OF STABILITY ISSUES, WILL NOT BE LOADED WHEN OPTIFG IS ENABLED ; true or false - Default (auto) is false LoadSpecialK=auto ; Loads Reshade64.dll from game's exe folder ; Rename Reshade dll to ReShade64.dll, put next to OptiScaler and set to true ; true or false - Default (auto) is false LoadReshade=auto ; ------------------------------------------------------- [fakenvapi] ; ------------------------------------------------------- ; Use fakenvapi when nvapi64.dll is missing. ; fakenvapi replaces nvapi calls allowing for features like AntiLag 2 or XeLL to replace Reflex ; Sometimes also required for DLSS/DLSSG to show up ; true or false - Default (auto) is true UseFakenvapi=auto ; Allow XeLL to work without FG on non-Intel cards, Requires updated libxell + libxess_fg ; Disables FG options ; true or false - Default (auto) is false ForceXeLL=auto ; Tries to use LatencyFlex even when better options are avaliable ; Doesn't take effect when using XeFG ; true or false - Default (auto) is false ForceLatencyFlex=auto ; Controls how latencyflex works ; 0 = conservative ; 1 = aggressive, will improve latency but in some cases will lower fps more than expected ; 2 = use reflex frame ids, some games are not compatible (i.e. cyberpunk) and will fallback to aggressive ; Default (auto) is 0 LatencyFlexMode=auto ; Force Reflex state, useful for games that only enable Reflex when using DLSSG without a separate toggle for Reflex ; 0 - follow in-game setting, 1 - force disable, 2 - force enable ; Default (auto) is 0 ForceReflex=auto ; ------------------------------------------------------- [NvApi] ; ------------------------------------------------------- ; Disable FlipMetering ; Fix the thick frametime graph caused by Nvidia's Flip Metering when using NukemFG, needs Fakenvapi to work ; true or false - Default (auto) is false for Nvidia, true for others DisableFlipMetering=auto ; ------------------------------------------------------- [Dx11withDx12] ; ------------------------------------------------------- ; Delay some operations during creation of D11wDx12 features to increase compatibility ; true or false - Default (auto) is false UseDelayedInit=auto ; Prefer using D3D11_RESOURCE_MISC_SHARED, which is lower level ; and a bit more performant and possibly less compatible ; true or false - Default (auto) is true DontUseNTShared=auto ; ------------------------------------------------------- [Hooks] ; ------------------------------------------------------- ; Early hooking of kernel methods ; May cause compatibility issues!!! ; true or false - Default (auto) is false EarlyHooking=auto ; Skip hooking of local nvngx files and only hook nvngx at registry ; Needed for Uniscaler + FG ; true or false - Default (auto) is false HookOriginalNvngxOnly=auto ; Only hook ntdll.dll methods, skip kernel32.dll and kernelbase.dll hooks ; true or false - Default (auto) is true UseNtdllHooks=auto ; ------------------------------------------------------- [Sharpness] ; ------------------------------------------------------- ; Options are: ; RCAS - AMD's Robust Contrast-Adaptive Sharpening ; DA - Enables Depth-based edge detection for sharpening. ; Reduces sharpening across object boundaries to prevent halos and artifacts. ; The farther away is the object, the more sharpening is applied (limited to 1.0) ; Recommended for scenes with complex geometry or upscaling. ; LCDA - Local contrast version of the above DA ; rcas, da or lcda - Default (auto) is rcas Shader=auto ; Override DLSS Sharpness parameter with fixed Sharpness value ; true or false - Default (auto) is false OverrideSharpness=auto ; Strength of Sharpening, ; value range between 0.0 and 1.0 (while using upper limit is RCAS 1.3) - Default (auto) is 0.3 Sharpness=auto ; ------------------------------------------------------- [OutputScaling] ; ------------------------------------------------------- ; Enable Output Scaling option for Dx12 and Dx11 with Dx12 backends ; true or false - Default (auto) is false Enabled=auto ; Output Scaling ratio ; 0.5 - 3.0 - Default (auto) is 1.5 Multiplier=auto ; Downscaler to use for Output Scaling ; 0 = FSR1 | 1 = Bicubic | 2 = Catmull-Rom | 3 = Lanczos2 | 4 = Lanczos3 | 5 = Kaiser2 | 6 = Kaiser3 | 7 = MAGIC ; 0 to 7 - Default (auto) is 0 (FSR1) Downscaler=auto ; ------------------------------------------------------- [CAS] ; ------------------------------------------------------- ; Enables RCAS sharpening ; true or false - Default (auto) is false Enabled=auto ; Enable Motion Sharpness ; true or false - Default (auto) is false MotionSharpnessEnabled=auto ; Sharpening will be added or removed according to motion length ; value range between -1.3 and 1.3 - Default (auto) is 0.4 MotionSharpness=auto ; How much a pixel should move before Motion Sharpness is applied ; 0.0 - 100.0 - Default (auto) is 0.0 MotionThreshold=auto ; How much a pixel should move to reach maximum MotionSharpness value ; Values between MotionThreshold and this value will use be used to scale sharpness value ; 0.0 - 100.0 - Default (auto) is 10.0 MotionScaleLimit=auto ; Enable Contrast based sharpening ; Increases sharpness at high contrast areas. ; true or false - Default (auto) is false ContrastEnabled=auto ; Contrast based sharpening value ; Higher values increases sharpness at high contrast areas. ; High values might cause graphical GLITCHES when used with high sharpness values !!! ; 0.0 - 2.0 - Default (auto) is 0.0 Contrast=auto ; Enable Debug Highlighting for Motion/DA Sharpening ; Reddish hue for added, greenish for reduced sharpness ; Blue tint for detected edges in Depth Aware sharpening ; true or false - Default (auto) is false SharpenerDebug=auto ; Controls how strongly sharpening is reduced across depth edges. ; Higher values more aggressively block sharpening at object boundaries (reduces halos). ; Lower values allow more sharpening across edges (sharper, but riskier). ; 2.0 - 600.0 - Default (auto) is 4.0 DADepthScale=auto ; Ignores small depth differences before edge detection. ; Higher values reduce noise and flickering from minor depth changes. ; Lower values preserve fine detail, but may react to depth noise. ; 0.005 - 0.03 - Default (auto) is 0.01 DADepthBias=auto ; Clamps the final image to the [0, 1] range. ; Prevents overshoot artifacts such as bright halos or negative colors. ; Recommended for LDR pipelines; optional for HDR depending on tone-mapping. ; true or false - Default (auto) is false DAClampOutput=auto ; ------------------------------------------------------- [Log] ; ------------------------------------------------------- ; Should a log file be created ; true or false - Default (auto) is false LogToFile=auto ; Verbosity level of file logs ; 0 = Trace / 1 = Debug / 2 = Info / 3 = Warning / 4 = Error ; Default (auto) is 0 = Trace LogLevel=auto ; Log to console (Log level is always 2 (Info) for performance reasons) ; true or false - Default (auto) is false LogToConsole=auto ; Log to NVNGX API ; true or false - Default (auto) is false LogToNGX=auto ; Log to Debug output ; true or false - Default (auto) is false LogToDebug=auto ; Open console window for logs ; true or false - Default (auto) is false OpenConsole=auto ; When set to false creates a new log file for every OptiScaler session ; true or false - Default (auto) is true SingleFile=auto ; Custom log filename ; You can also specify a custom *path* for the log ; Default (auto) is OptiScaler.log in current folder LogFileName=auto ; Enables Async logging ; true or false - Default (auto) is true LogAsync=auto ; Async logging threads ; 1 - 8 - Default (auto) is 1 LogAsyncThreads=auto ; ------------------------------------------------------- [InitFlags] ; ------------------------------------------------------- ; Force add ENABLE_AUTOEXPOSURE to init flags ; Some Unreal Engine games need this, fixes colors specially in dark areas ; true or false - Default (auto) is DLSS value AutoExposure=auto ; Force add HDR_INPUT_COLOR to init flags ; true or false - Default (auto) is DLSS value HDR=auto ; Force add INVERTED_DEPTH to init flags ; true or false - Default (auto) is DLSS value DepthInverted=auto ; Force add JITTERED_MV flag to init flags ; true or false - Default (auto) is DLSS value JitterCancellation=auto ; Force add HIGH_RES_MV flag to init flags ; true or false - Default (auto) is DLSS value DisplayResolution=auto ; Force remove RESPONSIVE_PIXEL_MASK from init flags ; true or false - Default (auto) is true DisableReactiveMask=auto ; ------------------------------------------------------- [UpscaleRatio] ; ------------------------------------------------------- ; 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 ; Default (auto) is 1.3 UpscaleRatioOverrideValue=auto ; ------------------------------------------------------- [QualityOverrides] ; ------------------------------------------------------- ; Set this to true to enable Custom quality mode overrides ; true or false - Default (auto) is false QualityRatioOverrideEnabled=auto ; Set Custom Upscaling Ratio for each quality mode ; ; Default (auto) values: ; DLAA : 1.0 ; Ultra Quality : 1.3 ; Quality : 1.5 ; Balanced : 1.7 ; Performance : 2.0 ; Ultra Performance : 3.0 QualityRatioDLAA=auto QualityRatioUltraQuality=auto QualityRatioQuality=auto QualityRatioBalanced=auto QualityRatioPerformance=auto QualityRatioUltraPerformance=auto ; ------------------------------------------------------- [DRS] ; ------------------------------------------------------- ; Set this to true to enable limiting DRS min resolution to Rendering resolution ; true or false - Default (auto) is false DrsMinOverrideEnabled=auto ; Set this to true to enable limiting DRS max resolution to Rendering resolution ; true or false - Default (auto) is false DrsMaxOverrideEnabled=auto ; ------------------------------------------------------- [HDR] ; ------------------------------------------------------- ; Force HDR color space ; true or false - Default (auto) is false ForceHDR=auto ; Use HDR10 ; DXGI_FORMAT_R10G10B10A2_UNORM instead of DXGI_FORMAT_R16G16B16A16_FLOAT ; true or false - Default (auto) is false UseHDR10=auto ; Skip setting HDR colorspace ; true or false - Default (auto) is false SkipColorSpace=auto ; ------------------------------------------------------- [V-Sync] ; ------------------------------------------------------- ; Enable V-Sync controls ; true or false - Default (auto) is false OverrideVsync=auto ; Force V-Sync value ; true or false - Default (auto) is none selected ForceVsync=auto ; Sync interval value for V-Sync ; 0 to 3 - Default (auto) is none selected SyncInterval=auto ; ------------------------------------------------------- [Anisotropy] ; ------------------------------------------------------- ; Override max Anisotropy/Anisotropic Filtering for textures ; 2, 4, 8, 16 - Default (auto) is disabled AnisotropyOverride=auto ; Change comparison filters to Anisotropic ones ; true or false - Default (auto) is true ModifyComparison=auto ; Change min/max filters to Anisotropic ones ; true or false - Default (auto) is true ModifyMinMax=auto ; Skip overriding on point filters ; true or false - Default (auto) is true SkipPointFilter=auto ; ------------------------------------------------------- [Mipmap] ; ------------------------------------------------------- ; Override value for Mipmap LOD bias ; -15.0 - 15.0 - Default (auto) is disabled MipmapBiasOverride=auto ; Use a fixed value for LOD bias ; true or false - Default (auto) is false MipmapBiasFixedOverride=auto ; Use override value as scale multiplier ; true or false - Default (auto) is false MipmapBiasScaleOverride=auto ; Override all textures LOD bias (normally only overriding < 0 values) ; true or false - Default (auto) is false MipmapBiasOverrideAll=auto ; ------------------------------------------------------- [ProcessFilter] ; ------------------------------------------------------- ; Only inject into this specific process (case-insensitive) ; Example: TargetProcessName=endfield.exe ; Default (auto) is disabled (injects into all processes) TargetProcessName=auto ; Don't inject into this specific process (case-insensitive) ; Process names seperated with pipe "|" - Default (auto) is ; crashpad_handler.exe and others - listed in Config.h under ProcessFilter ProcessExclusionList=auto ; ------------------------------------------------------- [Hotfix] ; ------------------------------------------------------- ; Enables checking for latest version from Github ; true or false - Default (auto) is true CheckForUpdate=auto ; Enables blocking of Steam and Epic overlays ; Also blocks Steam Input ; true or false - Default (auto) is false, except for OptiFG when true DisableOverlays=auto ; When using Luma mod and Agility update is enabled ; OptiScaler will delay loading of Reshade and create D3D12 device for Luma first ; This option will prevent creation of D3D12 device for Luma mod ; true or false - Default (auto) is false DontCreateD3D12DeviceForLuma=auto ; OptiScaler will try to force High Performance GPU ; true or false - Default (auto) is false PreferDedicatedGpu=auto ; OptiScaler will report only first High Performance GPU ; true or false - Default (auto) is false PreferFirstDedicatedGpu=auto ; Rounds internal resolutions width and height to multiple of this value ; 2, 4, 8, 16 ... - Default (auto) is disabled RoundInternalResolution=auto ; Skips upscaling of n frames ; n is integer number - Default (auto) is disabled SkipFirstFrames=auto ; Restore last used compute signature after upscaling ; true or false - Default (auto) is false RestoreComputeSignature=auto ; Restore last used graphics signature after upscaling ; true or false - Default (auto) is false RestoreGraphicSignature=auto ; Use precompiled shaders for RCAS, Output Scaling and Mask Bias ; true or false - Default (auto) is true UsePrecompiledShaders=auto ; Color texture resource state to fix for rainbow colors on AMD cards (for mostly UE games) ; For UE engine games on AMD, set Color to 4 (D3D12_RESOURCE_STATE_RENDER_TARGET) ColorResourceBarrier=auto ; For UE engine games on AMD, set MotionVector to 8 (D3D12_RESOURCE_STATE_UNORDERED_ACCESS) MotionVectorResourceBarrier=auto DepthResourceBarrier=auto ColorMaskResourceBarrier=auto ExposureResourceBarrier=auto OutputResourceBarrier=auto ; Default (auto) is state correction disabled ; These settings defines each resources initial resource ; state and add resource barrier for correct state ; ; Common resource barrier states ; ---------------------------------------------------- ; D3D12_RESOURCE_STATE_COMMON = 0, ; D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER = 1, ; D3D12_RESOURCE_STATE_INDEX_BUFFER = 2, ; D3D12_RESOURCE_STATE_RENDER_TARGET = 4, ; D3D12_RESOURCE_STATE_UNORDERED_ACCESS = 8, ; D3D12_RESOURCE_STATE_DEPTH_WRITE = 16, ; D3D12_RESOURCE_STATE_DEPTH_READ = 32, ; D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE = 64, ; D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE = 128, ;------------------------------------------------------ ; ; All state values can be checked from here ; https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_resource_states