mirror of
https://github.com/optiscaler/OptiScaler.git
synced 2026-10-25 08:11:40 +00:00
249 lines
8.0 KiB
INI
249 lines
8.0 KiB
INI
[Upscalers]
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; Select upscaler for Dx11 games
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; fsr22 (native dx11), xess (with dx12), fsr21_12 (dx11 with dx12) or fsr22_12 (dx11 with dx12) - Default (auto) is fsr22
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Dx11Upscaler=auto
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; Select upscaler for Dx12 games
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; xess, fsr21 or fsr22 - Default (auto) is xess
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Dx12Upscaler=auto
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; Select upscaler for Vulkan games
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; fsr21 or fsr22 - Default (auto) is fsr21
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VulkanUpscaler=auto
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; Enable pseudo-supersampling option for Dx12 and Dx11 with Dx12 backends
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; true or false - Default (auto) is false
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SuperSamplingEnabled=auto
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; Pseudo-supersampling ratio
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; 0.0 - 5.0 - Default (auto) is 2.5
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SuperSamplingMultiplier=auto
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[Dx11withDx12]
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; Safe syncing measures for Dx11 with Dx12
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; Might be needed for Intel Arc cards or different Dx11 drivers
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;
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; Valid values are;
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; 0 - Safe syncing is off (fastest, most prone to errors)
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; 1 - Only Fences (default)
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; 2 - Fences + Flush after Dx11 texture copies
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; 3 - Sync after output copy (most compatible)
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; 4 - No fences, all sync done with queries (slowest)
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;
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; 0 is fastest, 4 is slowest
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;
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; Default (auto) is 1
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UseSafeSyncQueries=auto
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[XeSS]
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; Building pipeline for XeSS before init
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; true or false - Default (auto) is true
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BuildPipelines=auto
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;Select XeSS network model
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; 0 = KPSS
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; 1 = Splat
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; 2 = Model 3
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; 3 = Model 4
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; 4 = Model 5
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; 5 = Model 6
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;
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; Default (auto) is 0
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NetworkModel=auto
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[FSR]
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; 0.0 to 180.0 - Default (auto) is 60.0
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VerticalFov=auto
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; If vertical fov is not defined will be used to calculate vertical fov
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; 0.0 to 180.0 - Default (auto) is off
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HorizontalFov=auto
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[Sharpness]
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; Override DLSS sharpness paramater with fixed shapness value
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; true or false - Default (auto) is false
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OverrideSharpness=auto
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; Strength of sharpening,
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; value range between 0.0 and 1.0 - Default (auto) is 0.3
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Sharpness=auto
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[CAS]
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; Enables CAS shapening for XeSS
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; true or false - Default (auto) is false
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Enabled=auto
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; Color space conversion for input and output
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; Possible values are at the end of the file - Default (auto) is 0
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ColorSpaceConversion=auto
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[Log]
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; Logging
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; true or false- Default (auto) is true
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LoggingEnabled=auto
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; Log file, if undefined log_xess_xxxx.log file in current folder
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;LogFile=./CyberXess.log
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; Verbosity level of file logs
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; 0 = Trace / 1 = Debug / 2 = Info / 3 = Warning / 4 = Error
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; Default (auto) is 2 = Info
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LogLevel=auto
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; Log to console (Log level is always 2 (Info) for performance reasons)
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; true or false - Default (auto) is false
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LogToConsole=auto
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; Log to file
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; true or false - Default (auto) is false
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LogToFile=auto
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; Log to NVNGX API
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; true or false - Default (auto) is false
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LogToNGX=auto
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; Open console window for logs
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; true or false - Default (auto) is false
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OpenConsole=auto
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[Depth]
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; Force add INVERTED_DEPTH to init flags
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; true or false - Default (auto) is DLSS value
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DepthInverted=auto
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[Color]
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; Force add ENABLE_AUTOEXPOSURE to init flags
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; Some Unreal Engine games needs this, fixes colors specially in dark areas
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; true or false - Default (auto) is DLSS value
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AutoExposure=auto
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; Force add HDR_INPUT_COLOR to init flags
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; true or false - Default (auto) is DLSS value
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HDR=auto
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[MotionVectors]
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; Force add JITTERED_MV flag to init flags
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; true or false - Default (auto) is DLSS value
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JitterCancellation=auto
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; Force add HIGH_RES_MV flag to init flags
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; true or false - Default (auto) is DLSS value
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DisplayResolution=auto
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[UpscaleRatio]
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; Set this to true to enable the internal resolution override
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; true or false - Default (auto) is false
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UpscaleRatioOverrideEnabled=auto
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; Set this to true to enable limiting DRS max resolution to overriden ratio
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; true or false - Default (auto) is false
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DrsMaxOverrideEnabled=auto
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; Set the forced upscale ratio value
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; Default (auto) is 1.3
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UpscaleRatioOverrideValue=auto
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[QualityOverrides]
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; Set this to true to enable custom quality mode overrides
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; true or false - Default (auto) is false
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QualityRatioOverrideEnabled=auto
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; Set custom upscaling ratio for each quality mode
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;
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; Default (auto) values:
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; Ultra Quality : 1.3
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; Quality : 1.5
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; Balanced : 1.7
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; Performance : 2.0
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; Ultra Performance : 3.0
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QualityRatioUltraQuality=auto
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QualityRatioQuality=auto
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QualityRatioBalanced=auto
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QualityRatioPerformance=auto
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QualityRatioUltraPerformance=auto
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[Hotfix]
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; Force remove RESPONSIVE_PIXEL_MASK from init flags
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; true or false - Default (auto) is true
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DisableReactiveMask=auto
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; Override mipmap lod bias for textures
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; -15.0 - 15.0 - Default (auto) is disabled
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MipmapBiasOverride=auto
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; Restore last used compute signature after upscaling
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; true or false - Default (auto) is false
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RestoreComputeSignature=auto
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; Restore last used graphics signature after upscaling
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; true or false - Default (auto) is false
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RestoreGraphicSignature=auto
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; Check list at the bottow for other D3D12_RESOURCE_STATE values!!
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; Color texture resource state to fix for rainbow colors on AMD cards (for mostly UE games)
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; For UE engine games on AMD, set it to D3D12_RESOURCE_STATE_RENDER_TARGET (4)
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; Default (auto) is state correction disabled
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ColorResourceBarrier=auto
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; MotionVector texture resource state, from this to D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging)
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; Default (auto) is state correction disabled
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MotionVectorResourceBarrier=auto
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; Depth texture resource state, from this D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging)
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; Default (auto) is state correction disabled
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DepthResourceBarrier=auto
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; Color mask texture resource state, from this D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging)
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; Default (auto) is state correction disabled
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ColorMaskResourceBarrier=auto
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; Exposure texture resource state, from this D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE (for mostly debugging)
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; Default (auto) is state correction disabled
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ExposureResourceBarrier=auto
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; Output texture resource state, from this D3D12_RESOURCE_STATE_UNORDERED_ACCESS (for mostly debugging)
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; Default (auto) is state correction disabled
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OutputResourceBarrier=auto
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; These settings defines each resources initial resource
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; state and add resource barrier for correct state
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;
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; Resource barrier states
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; ----------------------------------------------------
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; D3D12_RESOURCE_STATE_COMMON = 0,
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; D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER = 1,
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; D3D12_RESOURCE_STATE_INDEX_BUFFER = 2,
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; D3D12_RESOURCE_STATE_RENDER_TARGET = 4,
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; D3D12_RESOURCE_STATE_UNORDERED_ACCESS = 8,
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; D3D12_RESOURCE_STATE_DEPTH_WRITE = 16,
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; D3D12_RESOURCE_STATE_DEPTH_READ = 32,
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; D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE = 64,
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; D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE = 128,
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; D3D12_RESOURCE_STATE_STREAM_OUT = 256,
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; D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT = 512,
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; D3D12_RESOURCE_STATE_COPY_DEST = 1024,
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; D3D12_RESOURCE_STATE_COPY_SOURCE = 2048,
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; D3D12_RESOURCE_STATE_RESOLVE_DEST = 4096,
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; D3D12_RESOURCE_STATE_RESOLVE_SOURCE = 8192,
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; D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE = 4194304,
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; D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE = 16777216,
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; D3D12_RESOURCE_STATE_GENERIC_READ = 2755,
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; D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE = 192,
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; D3D12_RESOURCE_STATE_PRESENT = 0,
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; D3D12_RESOURCE_STATE_PREDICATION = 310,
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; D3D12_RESOURCE_STATE_VIDEO_DECODE_READ = 65536,
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; D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE = 131072,
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; D3D12_RESOURCE_STATE_VIDEO_PROCESS_READ = 262144,
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; D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE = 524288,
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; D3D12_RESOURCE_STATE_VIDEO_ENCODE_READ = 2097152,
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; D3D12_RESOURCE_STATE_VIDEO_ENCODE_WRITE = 8388608
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;------------------------------------------------------
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; ColorSpaceConversion values are;
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; 0 = FFX_CAS_COLOR_SPACE_LINEAR -> Linear color space, will do nothing.
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; 1 = FFX_CAS_COLOR_SPACE_GAMMA20 -> Convert gamma 2.0 to linear for input and linear to gamma 2.0 for output.
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; 2 = FFX_CAS_COLOR_SPACE_GAMMA22 -> Convert gamma 2.2 to linear for input and linear to gamma 2.2 for output.
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; 3 = FFX_CAS_COLOR_SPACE_SRGB_OUTPUT -> Only do sRGB conversion for output (input conversion will be done automatically).
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; 4 = FFX_CAS_COLOR_SPACE_SRGB_INPUT_OUTPUT -> Convert sRGB to linear for input and linear to sRGB for output.
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