; -------------------------------------------------------
[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), fsr31_12 (dx11on12, FSR4), dlss - Default (auto) is fsr22
Dx11Upscaler = xess_12
; Select Upscaler for Dx12 games
; xess, fsr21, fsr22, fsr31 (also for FSR4), dlss - Default (auto) is xess
Dx12Upscaler = auto
; Select Upscaler for Vulkan games
; fsr21 (native VK), fsr22 (native VK), fsr31 (native VK), xess (native VK), fsr21_12 (VKon12), fsr31_12 (VKon12, FSR4), 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
; nukems - Limited to FSR 3 FG. 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, nukems, fsrfg, upscaler, fsrfg30 - Default (auto) is nofg
FGInput = Nukems
; 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, libxell.dll and latest fakenvapi dll
; nukems - requires dlssg_to_fsr3_amd_is_better.dll, AMD/Intel GPU users need to add fakenvapi as well
; nofg, fsrfg, xefg, nukems - Default (auto) is nofg
FGOutput = Nukems
; 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
; -------------------------------------------------------
[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
; -------------------------------------------------------
[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, therefore the game has to support Reflex and have it enabled
; AMD users can use Fakenvapi to get this feature working
; 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
; Enables updating of FSR3.X to FSR4
; true or false - Default (auto) depends on GPU - true for RDNA4
Fsr4Update = 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 Debug View visualization
; Might consume more VRAM
; true or false - Default (auto) is false
Fsr4EnableDebugView = 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
; -------------------------------------------------------
[Nukems]
; -------------------------------------------------------
; 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 = C:\Game Launchers\Neverness To Everness\Client\WindowsNoEditor\HT\Binaries\Win64\D3D12_Optiscaler
; 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 = 0.900000
; 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 = 0x24
; 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 = true
; 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 = 3
; 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 = true
; 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
; -------------------------------------------------------
[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 = 0x2c59
; 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 = NVIDIA GeForce RTX 5080 Laptop GPU
; 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 = 16
; 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 = true
; 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
; -------------------------------------------------------
[NvApi]
; -------------------------------------------------------
; Override loading of nvapi64.dll
; true or false - Default (auto) is false for Nvidia, true for others
OverrideNvapiDll = auto
; 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
; Do not use fakenvapi for converting Reflex calls to XeLL calls on Nvidia GPUs
; Default (auto) is false
DontUseFakenvapiForXeLLOnNvidia = auto
; -------------------------------------------------------
[Dx11withDx12]
; -------------------------------------------------------
; Delay some operations during creation of D11wDx12 features to increase compatibility
; true or false - Default (auto) is false
UseDelayedInit = auto
; Prefer using D3D11_RESOURCE_MISC_SHARED, which is lower level
; and a bit more performant and possibly less compatible
; true or false - Default (auto) is true
DontUseNTShared = auto
; -------------------------------------------------------
[Hooks]
; -------------------------------------------------------
; Early hooking of kernel methods
; May cause compatibility issues!!!
; true or false - Default (auto) is false
EarlyHooking = auto
; Skip hooking of local nvngx files and only hook nvngx at registry
; Needed for Uniscaler + FG
; true or false - Default (auto) is false
HookOriginalNvngxOnly = auto
; Only hook ntdll.dll methods, skip kernel32.dll and kernelbase.dll hooks
; true or false - Default (auto) is true
UseNtdllHooks = false
; -------------------------------------------------------
[Sharpness]
; -------------------------------------------------------
; Override DLSS Sharpness parameter with fixed Sharpness value
; true or false - Default (auto) is false
OverrideSharpness = auto
; Strength of Sharpening,
; value range between 0.0 and 1.0 (while using upper limit is RCAS 1.3) - Default (auto) is 0.3
Sharpness = auto
; -------------------------------------------------------
[OutputScaling]
; -------------------------------------------------------
; Enable Output Scaling option for Dx12 and Dx11 with Dx12 backends
; true or false - Default (auto) is false
Enabled = auto
; Output Scaling ratio
; 0.5 - 3.0 - Default (auto) is 1.5
Multiplier = auto
; Downscaler to use for Output Scaling
; 0 = FSR1 | 1 = Bicubic | 2 = Catmull-Rom | 3 = Lanczos2 | 4 = Lanczos3 | 5 = Kaiser2 | 6 = Kaiser3 | 7 = MAGIC
; 0 to 7 - Default (auto) is 0 (FSR1)
Downscaler = auto
; -------------------------------------------------------
[CAS]
; -------------------------------------------------------
; Enables RCAS sharpening
; true or false - Default (auto) is false
Enabled = auto
; Enable Motion Sharpness
; true or false - Default (auto) is false
MotionSharpnessEnabled = auto
; Sharpening will be added or removed according to motion length
; value range between -1.3 and 1.3 - Default (auto) is 0.4
MotionSharpness = auto
; How much a pixel should move before Motion Sharpness is applied
; 0.0 - 100.0 - Default (auto) is 0.0
MotionThreshold = auto
; How much a pixel should move to reach maximum MotionSharpness value
; Values between MotionThreshold and this value will use be used to scale sharpness value
; 0.0 - 100.0 - Default (auto) is 10.0
MotionScaleLimit = auto
; Enable Contrast based sharpening
; Increases sharpness at high contrast areas.
; true or false - Default (auto) is false
ContrastEnabled = auto
; Contrast based sharpening value
; Higher values increases sharpness at high contrast areas.
; High values might cause graphical GLITCHES when used with high sharpness values !!!
; 0.0 - 2.0 - Default (auto) is 0.0
Contrast = auto
; Enable Debug Highlighting for Motion/DA Sharpening
; Reddish hue for added, greenish for reduced sharpness
; Blue tint for detected edges in Depth Aware sharpening
; true or false - Default (auto) is false
SharpenerDebug = auto
; Enables Depth-based edge detection for sharpening.
; Reduces sharpening across object boundaries to prevent halos and artifacts.
; Recommended for scenes with complex geometry or upscaling.
; true or false - Default (auto) is false
UseDepthAwareSharpen = auto
; Indicates whether the input depth is already linear.
; Enable if depth represents real distance (linear space).
; Disable if using hardware depth (non-linear), which will be linearized in the shader.
; Incorrect setting will cause broken edge detection.
; true or false - Default (auto) is false
DADepthIsLinear = auto
; Controls how strongly sharpening is reduced across depth edges.
; Higher values more aggressively block sharpening at object boundaries (reduces halos).
; Lower values allow more sharpening across edges (sharper, but riskier).
; 2.0 - 600.0 - Default (auto) is 4.0
DADepthScale = auto
; Ignores small depth differences before edge detection.
; Higher values reduce noise and flickering from minor depth changes.
; Lower values preserve fine detail, but may react to depth noise.
; 0.005 - 0.03 - Default (auto) is 0.01
DADepthBias = auto
; Clamps the final image to the [0, 1] range.
; Prevents overshoot artifacts such as bright halos or negative colors.
; Recommended for LDR pipelines; optional for HDR depending on tone-mapping.
; true or false - Default (auto) is false
DAClampOutput = auto
; -------------------------------------------------------
[Log]
; -------------------------------------------------------
; Should a log file be created
; true or false - Default (auto) is false
LogToFile = auto
; Verbosity level of file logs
; 0 = Trace / 1 = Debug / 2 = Info / 3 = Warning / 4 = Error
; Default (auto) is 0 = Trace
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 NVNGX API
; true or false - Default (auto) is false
LogToNGX = auto
; Log to Debug output
; true or false - Default (auto) is false
LogToDebug = auto
; Open console window for logs
; true or false - Default (auto) is false
OpenConsole = auto
; When set to false creates a new log file for every OptiScaler session
; true or false - Default (auto) is true
SingleFile = auto
; Custom log filename
; You can also specify a custom *path* for the log
; Default (auto) is OptiScaler.log in current folder
LogFileName = auto
; Enables Async logging
; true or false - Default (auto) is true
LogAsync = auto
; Async logging threads
; 1 - 8 - Default (auto) is 1
LogAsyncThreads = auto
; -------------------------------------------------------
[InitFlags]
; -------------------------------------------------------
; Force add ENABLE_AUTOEXPOSURE to init flags
; Some Unreal Engine games need 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
; Force add INVERTED_DEPTH to init flags
; true or false - Default (auto) is DLSS value
DepthInverted = auto
; 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
; Force remove RESPONSIVE_PIXEL_MASK from init flags
; true or false - Default (auto) is true
DisableReactiveMask = true
; -------------------------------------------------------
[UpscaleRatio]
; -------------------------------------------------------
; Set this to true to enable the internal Resolution Override
; true or false - Default (auto) is false
UpscaleRatioOverrideEnabled = 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:
; DLAA : 1.0
; Ultra Quality : 1.3
; Quality : 1.5
; Balanced : 1.7
; Performance : 2.0
; Ultra Performance : 3.0
QualityRatioDLAA = auto
QualityRatioUltraQuality = auto
QualityRatioQuality = auto
QualityRatioBalanced = auto
QualityRatioPerformance = auto
QualityRatioUltraPerformance = auto
; -------------------------------------------------------
[DRS]
; -------------------------------------------------------
; Set this to true to enable limiting DRS min resolution to Rendering resolution
; true or false - Default (auto) is false
DrsMinOverrideEnabled = auto
; Set this to true to enable limiting DRS max resolution to Rendering resolution
; true or false - Default (auto) is false
DrsMaxOverrideEnabled = auto
; -------------------------------------------------------
[HDR]
; -------------------------------------------------------
; Force HDR color space
; true or false - Default (auto) is false
ForceHDR = auto
; Use HDR10
; DXGI_FORMAT_R10G10B10A2_UNORM instead of DXGI_FORMAT_R16G16B16A16_FLOAT
; true or false - Default (auto) is false
UseHDR10 = auto
; Skip setting HDR colorspace
; true or false - Default (auto) is false
SkipColorSpace = auto
; -------------------------------------------------------
[V-Sync]
; -------------------------------------------------------
; Enable V-Sync controls
; true or false - Default (auto) is false
OverrideVsync = auto
; Force V-Sync value
; true or false - Default (auto) is none selected
ForceVsync = auto
; Sync interval value for V-Sync
; 0 to 3 - Default (auto) is none selected
SyncInterval = auto
; -------------------------------------------------------
[Anisotropy]
; -------------------------------------------------------
; Override max Anisotropy/Anisotropic Filtering for textures
; 2, 4, 8, 16 - Default (auto) is disabled
AnisotropyOverride = auto
; Change comparison filters to Anisotropic ones
; true or false - Default (auto) is true
ModifyComparison = auto
; Change min/max filters to Anisotropic ones
; true or false - Default (auto) is true
ModifyMinMax = auto
; Skip overriding on point filters
; true or false - Default (auto) is true
SkipPointFilter = auto
; -------------------------------------------------------
[Mipmap]
; -------------------------------------------------------
; Override value for Mipmap LOD bias
; -15.0 - 15.0 - Default (auto) is disabled
MipmapBiasOverride = auto
; Use a fixed value for LOD bias
; true or false - Default (auto) is false
MipmapBiasFixedOverride = auto
; Use override value as scale multiplier
; true or false - Default (auto) is false
MipmapBiasScaleOverride = auto
; Override all textures LOD bias (normally only overriding < 0 values)
; true or false - Default (auto) is false
MipmapBiasOverrideAll = auto
; -------------------------------------------------------
[ProcessFilter]
; -------------------------------------------------------
; Only inject into this specific process (case-insensitive)
; Example: TargetProcessName=endfield.exe
; Default (auto) is disabled (injects into all processes)
TargetProcessName = auto
; Don't inject into this specific process (case-insensitive)
; Process names seperated with pipe "|" - Default (auto) is
; crashpad_handler.exe and others - listed in Config.h under ProcessFilter
ProcessExclusionList = auto
; -------------------------------------------------------
[Hotfix]
; -------------------------------------------------------
; Enables checking for latest version from Github
; true or false - Default (auto) is true
CheckForUpdate = auto
; Enables blocking of Steam and Epic overlays
; Also blocks Steam Input
; true or false - Default (auto) is false, except for OptiFG when true
DisableOverlays = auto
; When using Luma mod and Agility update is enabled
; OptiScaler will delay loading of Reshade and create D3D12 device for Luma first
; This option will prevent creation of D3D12 device for Luma mod
; true or false - Default (auto) is false
DontCreateD3D12DeviceForLuma = auto
; OptiScaler will try to force High Performance GPU
; true or false - Default (auto) is false
PreferDedicatedGpu = auto
; OptiScaler will report only first High Performance GPU
; true or false - Default (auto) is false
PreferFirstDedicatedGpu = auto
; Rounds internal resolutions width and height to multiple of this value
; 2, 4, 8, 16 ... - Default (auto) is disabled
RoundInternalResolution = auto
; Skips upscaling of n frames
; n is integer number - Default (auto) is disabled
SkipFirstFrames = 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
; Use precompiled shaders for RCAS, Output Scaling and Mask Bias
; true or false - Default (auto) is true
UsePrecompiledShaders = auto
; Color texture resource state to fix for rainbow colors on AMD cards (for mostly UE games)
; For UE engine games on AMD, set Color to 4 (D3D12_RESOURCE_STATE_RENDER_TARGET)
ColorResourceBarrier = auto
; For UE engine games on AMD, set MotionVector to 8 (D3D12_RESOURCE_STATE_UNORDERED_ACCESS)
MotionVectorResourceBarrier = auto
DepthResourceBarrier = auto
ColorMaskResourceBarrier = auto
ExposureResourceBarrier = auto
OutputResourceBarrier = auto
`
https://github.com/optiscaler/OptiScaler/wiki/Neverness-to-Everness
^ Needs further testing for Arc GPUs, especially mobile graphics
Specs: Arc A530M
Win 11
Cannot spoof reflection menu nor lumen.
setting Dxgi=true boots injects optiscaler into dx12 mode but dlss vanishes, no options turn up in setting.
Downloading custom config .inis doesnt seem to work either.
dxgi false lets me play on xess 3 (dx12) stable, however booting the game into dx11 for whatever reason despite unchecked in the laungher.
Even running vanilla isn't too bad on the hardware.
Game name:
Neverness to Everness (all versions including latest build 1.0.17)
(Run via independent client/launcher, which may state that the hardware is below requirements from my limited 4gbVRAM + shared intel ARC+ UHD laptop configuration)
Full Optiscaler version:
Latest : v0.9.1
OS:
(Win 11 25H2)
Used automated or manual install?: Automated via setup_windows.bat
If on AMD/Intel and Automated, used DLSS inputs? : Yes (Y)
The issue:
Game folder SC:
Current Optiscaler.ini
^ runs acceptably stable, however d3d11, not d3d12
details stated in comment reply however will restate in edit:
Desired:
d3d12 with xess
Reflection or lumen in settings configuration
PC Specs:
Windows 11
12th Gen Intel(R) Core(TM) i5-12450HX - RAM: 24 GB
Intel(R) Arc(TM) A530M Graphics - VRAM: 4 GB
Game's successfully running with optiscaler + RT:
Infinity Nikki (UE5)
Wuthering Waves (UE4)
Old Post (Without Formatting for reference) :