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Releases: cdozdil/OptiScaler

v0.5.5pre1

08 May 06:58
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v0.5.5pre1 Pre-release
Pre-release

Added

  • DLSS upscaling support, when using DLSS with OptiScaler you will have all standart options of mod;
    • Control over DLSS presets (DLSS 3.x only)
    • Auto enabling DLSS support for 16XX GPUs
    • Added back spoofing for GetFeatureRequirements
    • In-game menu
    • Override DLSS sharpening (DLSS 2.x only)
    • RCAS sharpening (only on Dx12)
    • Output resolution scaling (only on Dx12)
    • Scaling overrides
    • Override DLSS init flags
  • Added new in-game menu which works on all APIs and does not affected from games rendering pipeline. In case of compatibility issues (or for nostalgia 😅 ) old menu still can be enabled by setting OverlayMenu=false from nvngx.ini (Thanks to RazzerBrazzer for all the testing). If you are using RTSS (MSI Afterburner, CapFrameX, etc) please enable Use Microsoft Detours API hooking from settings.
    image

New menu have incompability with frame generation, opening menu might crash your game. Please use old menu or don't use in-game menu when using frame generation while I am investigating the issue. (Thanks to DARKERthanDA for reporting the issue)

  • Added an option to round internal resolution to desired number
  • Added DRS (Dynamic Resolution Scaling) now have options to limit minimum or maximum resolution to render resolution.
  • Added more integration options with DLSS Enabler

Changed

  • XeSS upscaling library libxess.dll is not statically linked anymore. This means now even without libxess.dll mod works (ofc without XeSS support). With new ini option users can point a folder which contains library or even if game natively supports XeSS mod now uses library loaded by game. Also with limited testing I can confirm 2 different versions of XeSS libraries (for example game loads 1.2.0 and mod loads 1.3.0) coexist and work on same instance.
  • CAS sharpening replaced with RCAS, which solves issues with bloom, glow effects etc.
  • Super Sampling option evoled into Output Scaling, now it's working based on display resolution and in 0.5 - 3.0 scaling range. This allows users to set lower target resolutions than display resolutions which was requested by Deck users.
  • Restructured in-game menu to show only currently available options to prevent confusion.
  • DRS range limited to 0.5x - 1.0x to mimic Nvidia aproach

Fixed

  • Somtimes DLSS upscaling had wrong motion vectors setup, now fixed (Thanks to DARKERthanDA)
  • Dx11 XeSS libxess.dll not found fallback fixed
  • Added controls for junk Vulkan DLSS init data and prevent crashes
  • Added SDK version checks for logging options

Here are some examples from games that have problems with in-game menu (Thanks to RazzerBrazzer for images)

image
Alan Wake 2

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Star Wars Jedi: Survivor

And Vulkan games

image
No Man's Sky

image
Doom Eternal

v0.4.3

27 Apr 19:41
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New:

  • Added an in-game menu scaling option

Changed

  • Added new options for Dx11wDx12 creation & syncing. I have tried to explain it here. These settings are game & hw dependant so users need to tweak and find best performing configuration for their system. I have set safe and balanced values as default values.

v0.4.2

21 Apr 12:30
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New:

  • XeSS now have a new parameter CreateHeaps (default true). When it's enabled OptiScaler internally create heap objects and bind them instead of relying XeSS to create them. This fixes Guardians of the Galaxy black screen with XeSS issue. (Thanks to RazzerBrazzer)

Fixed:

  • Crysis 3 Remastered showing black screen w/Dx12 backends on non-Arc GPUs fixed. (Thanks to closesim & RazzerBrazzer)

Changed:

  • Dx11wDx12 backends had a few seconds worth of delays to ensure stability and compatibility. After the improvements made in v0.4 release looks like these delays aren't necessary anymore. For compatiblity sake I have added a new parameter UseDelayedInit (default false) for enabling these delays again.

v0.4.1

20 Apr 13:52
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No code change, mod renamed to OptiScaler

v0.4.0

19 Apr 19:01
e705a9d
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New:

  • Added XeSS 1.3 support and matched DLSS quality modes with XeSS quality (with v1.3 libxess.dll mod uses UltraPerformance & NativeAA modes of XeSS)
  • Added ImGui in-game menu with saving ini ability for Dx11 and Dx12 backends (shortcut key is HOME)
  • Added Pseudo-SuperSampling option for DirectX 12 upscalers
  • Added option to change MipmapLodBias
  • Added option to restore Compute and Graphic root signatures after upscaling
  • Added this patch to FSR 2.1.2 (DLSS depth buffer is always in 0.0-1.0 range it might help on dilated depth)
  • Added auto enabling logic for AutoExposure
  • Added auto disabling logic for DisplaySizeMotionVectos
  • Added option to limit Maximum Dynamic Resolution (DRS)
  • Added support for NVNGX logging API (for better integration with DLSS Enabler)
  • Added documentation for settings and issues

Fixes:

  • CAS is now disabled by default for compatiblity reasons, can be enabled from in-game menu or from ini
  • CAS errors will not cause black screen or screen not updating but CAS will be auto disabled
  • Fixed UpscaleRatioOverride, it works correctly now
  • Fixed QualityRatioOverride min witdh limiting for DRS
  • Fixed blackscreen issue with Dx11wDx12 upscalers (Thanks to Sildur and KITE)
  • Added simple logic to check if upscaler is running to enable menu shortcut key (Thanks to krispy)
  • Fixed Crysis 3 black screen issue
  • Fixed default ini & log saving location, now it's next to nvngx.dll file
  • More and more Dx11 with Dx12 stability and performance improvements (Still not enough for Arc tho 😢 )
  • Fixed washed out colors with XeSS in Alan Wake 2 & Stranger of Paradise - Final Fantasy Origin (ColorSpaceFix option in ini)
    Thanks to Intel not needed anymore
  • A lot of minor fixes here and there

Full Changelog: v0.3.3...v0.4.0

v0.3.3

16 Mar 20:00
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New:

  • Added FSR2 (2.1.2) support for DX11 (w/DX12), DX12 and Vulkan
  • Added FSR2 (2.2.1) support for DX11 (native & w/DX12 options), DX12 and Vulkan
  • Improved performance of w/DX12 a lot, should be around %85-90 of native performance now (if experiencing crashes, there is a new ini option for compatibility)
  • Added black screen fix for native FSR2 DX11 games (God of War, Nioh II, etc.)
  • Added auto-fixes for Unreal Engine 4/5 games (Xmas lights, weird colors etc.)
  • Added CAS support back for XeSS (default enabled)
  • Added DLSS Enabler upscaler selection integration
  • Added Vertical Fov calculation from horizonal fov for FSR (not tested)
  • And much more minor fixes that I can't remember now

Fixes:

  • Fixed a problem with FSR backends, init parameter MaxRenderResolution is now DisplayResolution (Fixed black screen problem with Ratchet & Clank - Rift Apart, Spiderman)

Please check nvngx.ini file for settings and explanations.

For spoofing NVIDIA cards in Vulkan games vulkan-spoofer can be used.

v0.2

27 Feb 17:17
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  • Thanks to Artur much better implementation of NVNGX API now CyberXeSS is usable with his excellent DLSS Enabler
  • Now DLSS Sharpness value is used for CAS (can be forced from ini)
  • Now DisableReactiveMask is default true for better compatibility (can be changed from ini)
  • Fix for HDR DLSS flag (was inverted in some occasions)
  • Removed DelayedInit option which was breaking DLSS
  • Added ResourceBarrier support for all input sources (can be set from ini)
  • Added optional quality ratio overrides for fixing flickering in some Unreal Engine game (can be enabled from ini)
  • Added libxess.dll to package for easy installation

v0.1

14 Jan 20:00
cb2b2cf
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  • Added CAS support (Check ini file for options)
  • Added alpha Dx11 support (with possible performance & compatibility problems)
  • Added fix (ini option ColorResourceBarrier=true) for rainbow colored texture problems on AMD hardware (thanks to Nukem & LukeFZ)
  • Added logging console option (Any logging level below 2 may cause performance issues)
  • General stability improvements

Initial release

07 Dec 11:42
9b21122
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Initial release.