Files
OptiScaler/nvngx.ini
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2024-04-20 02:33:41 +03:00

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INI

[Upscalers]
; Select upscaler for Dx11 games
; fsr22 (native dx11), xess (with dx12), fsr21_12 (dx11 with dx12) or fsr22_12 (dx11 with dx12) - Default (auto) is fsr22
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 fsr21
VulkanUpscaler=auto
; Enable pseudo-supersampling option for Dx12 and Dx11 with Dx12 backends
; true or false - Default (auto) is false
SuperSamplingEnabled=auto
; Pseudo-supersampling ratio
; 0.0 - 5.0 - Default (auto) is 2.5
SuperSamplingMultiplier=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, most prone to errors)
; 1 - Only Fences (default)
; 2 - Fences + Flush after Dx11 texture copies
; 3 - Sync after output copy (most compatible)
; 4 - No fences, all sync done with queries (slowest)
;
; 0 is fastest, 4 is slowest
;
; Default (auto) is 1
UseSafeSyncQueries=auto
[XeSS]
; Building pipeline for XeSS before init
; true or false - Default (auto) is true
BuildPipelines=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
[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 off
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 false
Enabled=auto
; Color space conversion for input and output
; Possible values are at the end of the file - Default (auto) is 0
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 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
[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 this to true to enable limiting DRS max resolution to overriden ratio
; true or false - Default (auto) is false
DrsMaxOverrideEnabled=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:
; Ultra Quality : 1.3
; Quality : 1.5
; Balanced : 1.7
; Performance : 2.0
; Ultra Performance : 3.0
QualityRatioUltraQuality=auto
QualityRatioQuality=auto
QualityRatioBalanced=auto
QualityRatioPerformance=auto
QualityRatioUltraPerformance=auto
[Hotfix]
; Force remove RESPONSIVE_PIXEL_MASK from init flags
; true or false - Default (auto) is true
DisableReactiveMask=auto
; Override mipmap lod bias for textures
; -15.0 - 15.0 - Default (auto) is disabled
MipmapBiasOverride=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
; 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)
; 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
;------------------------------------------------------
; ColorSpaceConversion 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.