mirror of
https://github.com/optiscaler/OptiScaler.git
synced 2026-10-25 08:11:40 +00:00
257 lines
8.2 KiB
INI
257 lines
8.2 KiB
INI
[Upscalers]
|
|
; Select upscaler for Dx11 games
|
|
; xess, fsr22 (native dx11), fsr21_12 (dx11 with dx12) or fsr22_12 (dx11 with dx12) - Default (auto) is fsr
|
|
Dx11Upscaler=auto
|
|
|
|
; Select upscaler for Dx12 games
|
|
; xess, fsr21 or fsr22 - Default (auto) is xess
|
|
Dx12Upscaler=auto
|
|
|
|
; Select upscaler for Vulkan games
|
|
; fsr21 or fsr22 - Default (auto) is fsr22
|
|
VulkanUpscaler=auto
|
|
|
|
[Dx11withDx12]
|
|
; Safe syncing measures for Dx11 with Dx12
|
|
; Might be needed for Intel Arc cards or different Dx11 drivers
|
|
;
|
|
; Valid values are;
|
|
; 0 - Safe syncing is off (fastest)
|
|
; 1 - Only Fences
|
|
; 2 - Fences + Flush after Dx11 texture copies
|
|
; 3 - Sync after output copy
|
|
; 4 - No fences, all sync done with queries (slowest)
|
|
;
|
|
; 0 is fastest, 4 is slowest
|
|
;
|
|
; 0 - 4 - Default (auto) is 0
|
|
UseSafeSyncQueries=auto
|
|
|
|
[XeSS]
|
|
; Building pipeline for XeSS before init
|
|
; true or false - Default (auto) is true
|
|
BuildPipelines=auto
|
|
|
|
; Override XeSS quality mode
|
|
; (will not change scale ratio, experimental probably does not make any difference)
|
|
; XESS_QUALITY_SETTING_PERFORMANCE = 101,
|
|
; XESS_QUALITY_SETTING_BALANCED = 102,
|
|
; XESS_QUALITY_SETTING_QUALITY = 103,
|
|
; XESS_QUALITY_SETTING_ULTRA_QUALITY = 104,
|
|
; Default (auto) is XeSS quality matching DLSS value
|
|
OverrideQuality=auto
|
|
|
|
; Enable colorspace fix for AW2 & FFO - Stranger of Paradise
|
|
; true or false - Default (auto) is false
|
|
ColorSpaceFix=auto
|
|
|
|
|
|
[FSR]
|
|
; 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 0.0
|
|
HorizontalFov=auto
|
|
|
|
[Sharpness]
|
|
; Override DLSS sharpness paramater with fixed shapness value
|
|
; true or false - Default (auto) is false
|
|
OverrideSharpness=auto
|
|
|
|
; Strength of sharpening,
|
|
; value range between 0.0 and 1.0 - Default (auto) is 0.3
|
|
Sharpness=auto
|
|
|
|
[CAS]
|
|
; Enables CAS shapening for XeSS
|
|
; true or false - Default (auto) is true
|
|
Enabled=auto
|
|
|
|
; Color space conversion for input and output
|
|
; Looks like some games might need it
|
|
;
|
|
; Valid values are;
|
|
; 0 = FFX_CAS_COLOR_SPACE_LINEAR -> Linear color space, will do nothing.
|
|
; 1 = FFX_CAS_COLOR_SPACE_GAMMA20 -> Convert gamma 2.0 to linear for input and linear to gamma 2.0 for output.
|
|
; 2 = FFX_CAS_COLOR_SPACE_GAMMA22 -> Convert gamma 2.2 to linear for input and linear to gamma 2.2 for output.
|
|
; 3 = FFX_CAS_COLOR_SPACE_SRGB_OUTPUT -> Only do sRGB conversion for output (input conversion will be done automatically).
|
|
; 4 = FFX_CAS_COLOR_SPACE_SRGB_INPUT_OUTPUT -> Convert sRGB to linear for input and linear to sRGB for output.
|
|
;
|
|
; Default (auto) is 0 = FFX_CAS_COLOR_SPACE_LINEAR
|
|
ColorSpaceConversion=auto
|
|
|
|
[Log]
|
|
; Logging
|
|
; true or false- Default (auto) is true
|
|
LoggingEnabled=auto
|
|
|
|
; Log file, if undefined log_xess_xxxx.log file in current folder
|
|
;LogFile=./CyberXess.log
|
|
|
|
; Verbosity level of file logs
|
|
; 0 = Trace
|
|
; 1 = Debug
|
|
; 2 = Info
|
|
; 3 = Warning
|
|
; 4 = Error
|
|
;
|
|
; Default (auto) is 2 = Info
|
|
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 file
|
|
; true or false - Default (auto) is false
|
|
LogToFile=auto
|
|
|
|
; Log to NVSDK api
|
|
; true or false - Default (auto) is false
|
|
LogToNVSDK=auto
|
|
|
|
; Open console window for logs
|
|
; true or false - Default (auto) is false
|
|
OpenConsole=auto
|
|
|
|
[Depth]
|
|
; Force add INVERTED_DEPTH to init flags
|
|
; true or false - Default (auto) is DLSS value
|
|
DepthInverted=auto
|
|
|
|
[Color]
|
|
; Force add ENABLE_AUTOEXPOSURE to init flags
|
|
; Some Unreal Engine games needs 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
|
|
|
|
[MotionVectors]
|
|
; 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
|
|
|
|
[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
|
|
;
|
|
; resolution values are calculated in this way:
|
|
; OutHeight = Height / ratio;
|
|
; OutWidth = Width / ratio;
|
|
; example ratios: Quality preset = 1.5; Ultra performance preset = 2.5
|
|
;
|
|
; 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:
|
|
; Ultra Quality : 1.3
|
|
; Quality : 1.5
|
|
; Balanced : 1.7
|
|
; Performance : 2.0
|
|
; Ultra Performance : 2.5
|
|
;
|
|
QualityRatioUltraQuality=auto
|
|
QualityRatioQuality=auto
|
|
QualityRatioBalanced=auto
|
|
QualityRatioPerformance=auto
|
|
QualityRatioUltraPerformance=auto
|
|
|
|
; If you have flickering problem in an Unreal Engine game
|
|
; you may try these values instead of default ones!
|
|
;
|
|
;QualityRatioOverrideEnabled=true
|
|
;
|
|
;QualityRatioUltraQuality=1.25
|
|
;QualityRatioQuality=1.4285714286
|
|
;QualityRatioBalanced=1.6666666667
|
|
;QualityRatioPerformance=2.0
|
|
;QualityRatioUltraPerformance=2.5
|
|
|
|
[Hotfix]
|
|
; Force remove RESPONSIVE_PIXEL_MASK from init flags
|
|
; true or false - Default (auto) is true
|
|
DisableReactiveMask=auto
|
|
|
|
;--------------------------------------------------------------------
|
|
; Check list at the bottow for other D3D12_RESOURCE_STATE values!!
|
|
;--------------------------------------------------------------------
|
|
|
|
; Color texture resource state to fix for rainbow colors on AMD cards (for mostly UE games) - Default (auto) is false
|
|
; For UE engine games on AMD, set it to D3D12_RESOURCE_STATE_RENDER_TARGET (4)
|
|
; Default (auto) is state correction disabled
|
|
ColorResourceBarrier=auto
|
|
|
|
; MotionVector texture resource state, from this to D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging)
|
|
; Default (auto) is state correction disabled
|
|
MotionVectorResourceBarrier=auto
|
|
|
|
; Depth texture resource state, from this D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging)
|
|
; Default (auto) is state correction disabled
|
|
DepthResourceBarrier=auto
|
|
|
|
; Color mask texture resource state, from this D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging)
|
|
; Default (auto) is state correction disabled
|
|
ColorMaskResourceBarrier=auto
|
|
|
|
; Exposure texture resource state, from this D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging)
|
|
; Default (auto) is state correction disabled
|
|
ExposureResourceBarrier=auto
|
|
|
|
; Output texture resource state, from this D3D12_RESOURCE_STATE_UNORDERED_ACCESS (for mostly debugging)
|
|
; Default (auto) is state correction disabled
|
|
OutputResourceBarrier=auto
|
|
|
|
; These settings defines each resources initial resource
|
|
; state and add resource barrier for correct state
|
|
;
|
|
; Resource barrier states
|
|
; ----------------------------------------------------
|
|
; D3D12_RESOURCE_STATE_COMMON = 0,
|
|
; D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER = 1,
|
|
; 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,
|
|
; D3D12_RESOURCE_STATE_STREAM_OUT = 256,
|
|
; D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT = 512,
|
|
; D3D12_RESOURCE_STATE_COPY_DEST = 1024,
|
|
; D3D12_RESOURCE_STATE_COPY_SOURCE = 2048,
|
|
; D3D12_RESOURCE_STATE_RESOLVE_DEST = 4096,
|
|
; D3D12_RESOURCE_STATE_RESOLVE_SOURCE = 8192,
|
|
; D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE = 4194304,
|
|
; D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE = 16777216,
|
|
; D3D12_RESOURCE_STATE_GENERIC_READ = 2755,
|
|
; D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE = 192,
|
|
; D3D12_RESOURCE_STATE_PRESENT = 0,
|
|
; D3D12_RESOURCE_STATE_PREDICATION = 310,
|
|
; D3D12_RESOURCE_STATE_VIDEO_DECODE_READ = 65536,
|
|
; D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE = 131072,
|
|
; D3D12_RESOURCE_STATE_VIDEO_PROCESS_READ = 262144,
|
|
; D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE = 524288,
|
|
; D3D12_RESOURCE_STATE_VIDEO_ENCODE_READ = 2097152,
|
|
; D3D12_RESOURCE_STATE_VIDEO_ENCODE_WRITE = 8388608
|
|
;------------------------------------------------------
|
|
|