mirror of
https://github.com/optiscaler/OptiScaler.git
synced 2026-05-03 08:11:09 +00:00
1380 lines
43 KiB
INI
1380 lines
43 KiB
INI
; -------------------------------------------------------
|
|
[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), fsr31_12 (dx11on12, FSR4), dlss - Default (auto) is fsr22
|
|
Dx11Upscaler=auto
|
|
|
|
; Select Upscaler for Dx12 games
|
|
; xess, fsr21, fsr22, fsr31 (also for FSR4), dlss - Default (auto) is xess
|
|
Dx12Upscaler=auto
|
|
|
|
; Select Upscaler for Vulkan games
|
|
; fsr21 (native VK), fsr22 (native VK), fsr31 (native VK), xess (native VK), fsr21_12 (VKon12), fsr31_12 (VKon12, FSR4), 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
|
|
; nukems - Limited to FSR 3 FG. 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, nukems, 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, libxell.dll and latest fakenvapi dll
|
|
; nukems - requires dlssg_to_fsr3_amd_is_better.dll, AMD/Intel GPU users need to add fakenvapi as well
|
|
; nofg, fsrfg, xefg, nukems - 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
|
|
|
|
|
|
|
|
; -------------------------------------------------------
|
|
[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
|
|
|
|
|
|
|
|
; -------------------------------------------------------
|
|
[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, therefore the game has to support Reflex and have it enabled
|
|
; AMD users can use Fakenvapi to get this feature working
|
|
; 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
|
|
|
|
; Enables updating of FSR3.X to FSR4
|
|
; true or false - Default (auto) depends on GPU - true for RDNA4
|
|
Fsr4Update=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 Debug View visualization
|
|
; Might consume more VRAM
|
|
; true or false - Default (auto) is false
|
|
Fsr4EnableDebugView=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
|
|
|
|
|
|
|
|
; -------------------------------------------------------
|
|
[Nukems]
|
|
; -------------------------------------------------------
|
|
; 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 .\
|
|
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
|
|
|
|
|
|
|
|
; -------------------------------------------------------
|
|
[NvApi]
|
|
; -------------------------------------------------------
|
|
; Override loading of nvapi64.dll
|
|
; true or false - Default (auto) is false for Nvidia, true for others
|
|
OverrideNvapiDll=auto
|
|
|
|
; 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
|
|
|
|
; Do not use fakenvapi for converting Reflex calls to XeLL calls on Nvidia GPUs
|
|
; Default (auto) is false
|
|
DontUseFakenvapiForXeLLOnNvidia=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]
|
|
; -------------------------------------------------------
|
|
; 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
|
|
|
|
; 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.
|
|
; true or false - Default (auto) is false
|
|
UseDepthAwareSharpen=auto
|
|
|
|
; Indicates whether the input depth is already linear.
|
|
; Enable if depth represents real distance (linear space).
|
|
; Disable if using hardware depth (non-linear), which will be linearized in the shader.
|
|
; Incorrect setting will cause broken edge detection.
|
|
; true or false - Default (auto) is false
|
|
DADepthIsLinear=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
|