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These have to be configured before running the game/app, and changing during runtime won't have any effect until a relaunch (though DLSSTweaks can change some of these during runtime for you fine)
I'm not sure how complete this is, just the ones I know of, if anyone finds any other tweakables please let us know!
ShowDlssIndicator (DWORD): controls DLSS HUD overlay, 0 will disable, 1 will enable for dev DLSS DLL, 1024 (0x400 in hex) will enable for normal game DLLs (can be changed during runtime with DLSSTweaks OverrideDlssHud setting)
ShowDlssWeights (DWORD): unknown use
NgxCubinDisableResourceCache (DWORD): unknown use
DLSSG_IndicatorText (DWORD): checked by dlssg 3.7, unknown use (dlssg uses the ShowDlssIndicator value to show indicator already, unsure what other indicator this might enable)
Misc things which can be enabled via the registry files in DLSS github repo:
EnableLogPathOverride
LogPath
LogLevel
EnableConsoleLogging
NvProfile / DRS
3.1.11+ started reading some useful settings from DRS (eg. allowing preset/scale to be overridden), but settings must be added to the main global/base profile to work.
Code was added in 3.6.0+ to also read per-game values too, but that code seems to have a bug that stops it working if the game profile was created in NVCP (bottom part of #129 (comment) post)
(TL;DR: they only provide the game EXE filename to NVAPI, instead of the full file path as NVAPI docs recommend - any games added through NVCP will require full path for NVAPI to find them, so this currently won't locate NVCP-added profiles properly...)
The DLSSTweaksConfig.exe tool can let you configure most of these as you like, if you extract the tool to its own folder without any dlsstweaks.ini present it can act as a simple tool to let you tweak them, & also preview what the resulting resolution will be.
seems to just change Performance to work as UltraPerf instead
DLSSG
0x104596A1
NGX_DLSSG_FULLSCREEN_MENU_DETECTION
Boolean
DLSSG
0x104596A2
NGX_DLSSG_FULLSCREEN_MENU_DETECTION_COVERAGE_ID
Float
Requires ENABLE_MENU_THRESHOLD_OVERRIDE flag
DLSSG
0x104596A3
NGX_DLSSG_FULLSCREEN_MENU_DETECTION_ALPHA_ID
Float
Requires ENABLE_MENU_THRESHOLD_OVERRIDE flag
INI files
C:\ProgramData\NVIDIA\NGX\models\nvngx_config.txt
The registry/DRS settings above are mostly all handled by the nvngx_dlss/g/d file included with games, but the NV drivers nvngx.dll file also reads from the above config file too.
The way games load DLSS is by loading nvngx.dll & requesting nvngx.dll to load in DLSS for them - nvngx then usually loads in the nvngx_dlss.dll from the games folder.
However if the nvngx_config.txt is massaged properly you can force nvngx.dll to load in your own version of nvngx_dlssX.dll instead of the one included with game, letting you setup a global DLSS file for most (all?) games to use - #137 goes into this some more, a script to handle setting it up is also linked there.
These have to be configured before running the game/app, and changing during runtime won't have any effect until a relaunch (though DLSSTweaks can change some of these during runtime for you fine)
I'm not sure how complete this is, just the ones I know of, if anyone finds any other tweakables please let us know!
Registry
Computer\HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\NGXCore
ShowDlssIndicator
(DWORD): controls DLSS HUD overlay, 0 will disable, 1 will enable for dev DLSS DLL, 1024 (0x400 in hex) will enable for normal game DLLs (can be changed during runtime with DLSSTweaksOverrideDlssHud
setting)ShowDlssWeights
(DWORD): unknown useNgxCubinDisableResourceCache
(DWORD): unknown useDLSSG_IndicatorText
(DWORD): checked by dlssg 3.7, unknown use (dlssg uses theShowDlssIndicator
value to show indicator already, unsure what other indicator this might enable)Misc things which can be enabled via the registry files in DLSS github repo:
EnableLogPathOverride
LogPath
LogLevel
EnableConsoleLogging
NvProfile / DRS
3.1.11+ started reading some useful settings from DRS (eg. allowing preset/scale to be overridden), but settings must be added to the main global/base profile to work.
Code was added in 3.6.0+ to also read per-game values too, but that code seems to have a bug that stops it working if the game profile was created in NVCP (bottom part of #129 (comment) post)
The DLSSTweaksConfig.exe tool can let you configure most of these as you like, if you extract the tool to its own folder without any dlsstweaks.ini present it can act as a simple tool to let you tweak them, & also preview what the resulting resolution will be.
Alternately they can also be changed with Nvidia Profile Inspector if you provide a CustomSettingsNames.xml that includes them, I've posted my own XML to https://www.nexusmods.com/site/mods/781?tab=files (
optional files
section)Known setting IDs:
INI files
C:\ProgramData\NVIDIA\NGX\models\nvngx_config.txt
The registry/DRS settings above are mostly all handled by the nvngx_dlss/g/d file included with games, but the NV drivers nvngx.dll file also reads from the above config file too.
The way games load DLSS is by loading nvngx.dll & requesting nvngx.dll to load in DLSS for them - nvngx then usually loads in the nvngx_dlss.dll from the games folder.
However if the nvngx_config.txt is massaged properly you can force nvngx.dll to load in your own version of nvngx_dlssX.dll instead of the one included with game, letting you setup a global DLSS file for most (all?) games to use - #137 goes into this some more, a script to handle setting it up is also linked there.
This has been used in the past by NV to OTA upgrade the DLSS for some games like CP2077, as mentioned at https://www.reddit.com/r/nvidia/comments/qv8j0c/megathread_from_nvidia_dlss_23_to_nvidia_image/hl2z083/
(sadly this OTA mechanism has been left unused since late 2021 or so, since around the public DLSS github release... posted some more about it on guru3d: https://forums.guru3d.com/threads/.439761/page-142#post-6221425)
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