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OptiScaler.ini
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1425 lines (1099 loc) · 44.8 KB
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; -------------------------------------------------------
[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), ffx_12 (FSR 2.3; 3.1; 4.x), dlss - Default (auto) is fsr22
Dx11Upscaler=auto
; Select Upscaler for Dx12 games
; xess, fsr21, fsr22, ffx (FSR 2.3; 3.1; 4.x), dlss
; Default (auto) is DLSS when capable gpu, FSR4 when capable gpu, XeSS otherwise
Dx12Upscaler=auto
; Select Upscaler for Vulkan games
; fsr21 (native VK), fsr22 (native VK), ffx (native FSR 2.3; 3.1), xess (native VK), fsr21_12 (VKon12), ffx_12 (FSR 2.3; 3.1; 4.x), 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
; nvngxfg - Limited to FSR 3 FG (MFG with DLSS Enabler's dll). 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, nvngxfg, 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 and libxell.dll
; nvngxfg - requires dlssg_to_fsr3_amd_is_better.dll OR dlss-enabler-headless.dll
; nofg, fsrfg, xefg, nvngxfg - 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
; Cutoffs transparency from UI to help with interpolation
; Only works with FSR FG Output and NvngxFG
; 0.0 - 1.0 - Default (auto) is 0.0, unless it's know to fix a game
HudCutoff=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
; -------------------------------------------------------
[DLSSG]
; -------------------------------------------------------
; Sets interpolated frame count (MFG)
; 1 = 2X | 2 = 3X | 3 = 4X | 4 = 5X | 5 = 6X
; true or false - Default (auto) is 1
InterpolationCount=auto
; Default (auto) is true
UseGamesReflexMarkers=auto
; For overriding game's value sent to SL, could be Nvngx FG, could be noFG when someone uses real DLSSG
; Default (auto) is no override
OverrideInterpolationCount=auto
; Try to force Dynamic MFG. Requires Nvidia Blackwell or any AMD/Intel
; Default (auto) is false
OverrideForceDMFG=auto
; Sets the FPS target for dynamic multi frame generation
; When non-zero, you won't be able to manually adjust the FG multiplier
; Requires DMFG to be enabled
; Default (auto) is 0.0 (monitor's refresh rate)
FramerateTargetDMFG=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 whenever possible
; This includes any tech that replaces Reflex like XeLL or AntiLag 2
; 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
; Forces Opti to try to use FSR4 in case the GPU detection says otherwise
; true or false - Default (auto) is false
Fsr4ForceCapable=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 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
; -------------------------------------------------------
[NvngxFG]
; -------------------------------------------------------
; 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 .\OptiScaler
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
; -------------------------------------------------------
[fakenvapi]
; -------------------------------------------------------
; Use fakenvapi when nvapi64.dll is missing.
; fakenvapi replaces nvapi calls allowing for features like AntiLag 2 or XeLL to replace Reflex
; Sometimes also required for DLSS/DLSSG to show up
; true or false - Default (auto) is true
UseFakenvapi=auto
; Allow XeLL to work without FG on non-Intel cards, Requires updated libxell + libxess_fg
; Disables FG options
; true or false - Default (auto) is false
ForceXeLL=auto
; Tries to use LatencyFlex even when better options are avaliable
; Doesn't take effect when using XeFG
; true or false - Default (auto) is false
ForceLatencyFlex=auto
; Controls how latencyflex works
; 0 = conservative
; 1 = aggressive, will improve latency but in some cases will lower fps more than expected
; 2 = use reflex frame ids, some games are not compatible (i.e. cyberpunk) and will fallback to aggressive
; Default (auto) is 0
LatencyFlexMode=auto
; Force Reflex state, useful for games that only enable Reflex when using DLSSG without a separate toggle for Reflex
; 0 - follow in-game setting, 1 - force disable, 2 - force enable
; Default (auto) is 0
ForceReflex=auto
; -------------------------------------------------------
[NvApi]
; -------------------------------------------------------
; 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
; -------------------------------------------------------
[Dx11withDx12]
; -------------------------------------------------------
; Delay some operations during creation of D11wDx12 features to increase compatibility
; true or false - Default (auto) is false