Files
OptiScaler/OptiScaler.ini
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2025-07-19 01:07:46 +03:00

958 lines
30 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, fsr22, fsr31, xess, dlss - Default (auto) is fsr21
VulkanUpscaler=auto
; -------------------------------------------------------
[FrameGen]
; -------------------------------------------------------
; Select the FG type to be used
; optifg - requires amd_fidelityfx_dx12.dll
; nukems - requires dlssg_to_fsr3_amd_is_better.dll, AMD/Intel GPU users need to add fakenvapi as well
; nofg, optifg, nukems - Default (auto) is nofg
FGType=auto
; -------------------------------------------------------
[OptiFG]
; -------------------------------------------------------
; Enables FSR3.1 frame generation
; true or false - Default (auto) is false
Enabled=auto
; Enables FSR3.1 frame generation debug view
; true or false - Default (auto) is false
DebugView=auto
; Enables async FSR3.1 frame generation
; true or false - Default (auto) is false
AllowAsync=auto
; Enables HUD fix FSR3.1 frame generation
; Might cause crashes, specially with Async
; true or false - Default (auto) is false
HUDFix=auto
; Delays HUDless image capture
; Might cause crashes, specially 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
; 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
; Release present sync mutex after presenting 1 frame
; true or false - Default (auto) is false
HudfixHalfSync=auto
; Release present sync mutex after presenting 2 frames
; true or false - Default (auto) is false
HudfixFullSync=auto
; Defines FG rectangle
; integer value - Default (auto) is whole screen
RectLeft=auto
RectTop=auto
RectWidth=auto
RectHeight=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
; 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
; 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
; -------------------------------------------------------
[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 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 true
EnableHotSwapping=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
; 0 = KPSS | 1 = Splat | 2 = Model 3 | 3 = Model 4 | 4 = Model 5 | 5 = Model 6
; Default (auto) is 0
NetworkModel=auto
; Override path of libxess.dll
; Example - D:\Downloads\OptiScaler\libxess.dll
; Default (auto) is same folder as mod dll
LibraryPath=auto
; Override path of libxess_dx11.dll
; Example - D:\Downloads\OptiScaler\libxess_dx11.dll
; Default (auto) is same folder as mod dll
Dx11LibraryPath=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
; 0 = FSR 3.1.2 | 1 = FSR 2.3.2
; 0 or 1 (for now) - Default (auto) is 0
UpscalerIndex=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) is depends on GPU
Fsr4Update=auto
; Select FSR4 model to use
; 0 = model used for FSR AA/Quality, 5 = model used for FSR Ultra Performance
; From 0 to 5 - Default (auto) is game's default
Fsr4Model=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 games exe!
; true or false - Default (auto) is false
FsrAgilitySDKUpgrade=auto
; Override path of amd_fidelityfx_dx12.dll
; Example - C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced\Altdll\amd_fidelityfx_dx12.dll
; Default (auto) is same folder as mod dll
FfxDx12Path=auto
; Override path of amd_fidelityfx_vk.dll
; Example - D:\Downloads\OptiScaler\amd_fidelityfx_vk.dll
; Default (auto) is same folder as mod dll
FfxVkPath=auto
; -------------------------------------------------------
[DLSS]
; -------------------------------------------------------
; Enables calls to original NVNGX
; true or false - Default (auto) is true
Enabled=auto
; Override path of nvngx.dll / _nvngx.dll
; Default (auto) is path defined in registry
LibraryPath=auto
; Path of streamline/nvngx_dlss.dll folder
; Which will be used on initing nvngx api
; for example .\streamline
; Default (auto) is OptiScaler dll path
FeaturePath=auto
; Override path of nvngx_dlss.dll
; Example - D:\Downloads\OptiScaler\nvngx_dlss.dll
; Default (auto) is means override disabled
NVNGX_DLSS_Path=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
; -------------------------------------------------------
[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
; true or false - Default (auto) is false
MakeDepthCopy=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
; https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
; Integer value - Default (auto) is 0x2D -> VK_INSERT, previous default key VK_HOME is 0x24
; -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
; 0 to 4 - Default (auto) is 0
FpsOverlayType=auto
; Shortcut key for fps overlay
; Integer value - Default (auto) is 0x21 -> VK_PRIOR
; -1 -> No shortcut key
FpsShortcutKey=auto
; Shortcut key for fps overlay type cycle
; Integer value - Default (auto) is 0x22 -> VK_NEXT
; -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
; -------------------------------------------------------
[Spoofing]
; -------------------------------------------------------
; VerdorId to spoof
; 0x10de = Nvidia | 0x8086 = Intel | 0x1002 = AMD
; Integer value - Default (auto) is 0x10de
SpoofedVendorId=auto
; DeviceId to spoof
; 0x2684 = 4090 | 0x56A0 = A770 | 0x7550 9070 XT
; Integer value - Default (auto) is 0x2684 (4090)
SpoofedDeviceId=auto
; Target VerdorId 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) A770 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 false on Nvidia, true on Intel/AMD
StreamlineSpoofing=auto
; Enables Nvidia GPU spoofing for DXGI
; true or false - Default (auto) is true
Dxgi=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
; 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, 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
; -------------------------------------------------------
[Plugins]
; -------------------------------------------------------
; Path that will be searched for same filename plugins (dxgi.dll, winmm.dll, etc.)
; Default is .\plugins
Path=auto
; OptiScaler loads *.asi files in plugins folder
; true or false - Default (auto) is false
LoadAsiPlugins=auto
; Loads SpecialK64.dll from game's exe folder
; Please put a 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
; If nvapi override enabled and file path defined here
; will try to load it from here, otherwise will check current folder for nvapi64.dll
; Default (auto) is local folder
NvapiDllPath=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 false
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
; -------------------------------------------------------
[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 (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
; Enable FSR for upscaling & downscaling, otherwise bicubic will be used
; true or false - Default (auto) is true
UseFsr=auto
; Downscaler to use when FSR is disabled
; 0 = Bicubic | 1 = Lanczos | 2 = Catmull-Rom | 3 = MAGC
; 0 to 3 - Default (auto) is 0 (Bicubic)
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 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 debug highlighting for motion sharpening
; Reddish hue for added greenish for reduced sharpness
; true or false - Default (auto) is false
MotionSharpnessDebug=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
; -------------------------------------------------------
[Log]
; -------------------------------------------------------
; Log file, if undefined OptiScaler.log file in current folder
; Default (auto) is OptiScaler.log in same folder
LogFile=auto
; 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 NVNGX API
; true or false - Default (auto) is false
LogToNGX=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
; 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 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
; 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
; true or false - Default (auto) is false
UseHDR10=auto
; -------------------------------------------------------
[Hotfix]
; -------------------------------------------------------
; Enables blocking of Steam and Epic overlays
; true or false - Default (auto) is false
DisableOverlays=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
; 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
; Override max anisotropy for textures
; 2, 4, 8, 16 - Default (auto) is disabled
AnisotropyOverride=auto
; Override anisotropy and mipmap bias values of shader samplers
; Might cause image corruption and other issues but could solve override is not working with some games issues
; true or false - Default (auto) is false
OverrideShaderSampler=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 ans 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 it to 4 (D3D12_RESOURCE_STATE_RENDER_TARGET)
ColorResourceBarrier=auto
; For UE engine games on AMD, set it 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