- Everything after 0.7.7-pre9 including major FSR4, HUDfix, UI improvements, SL spoof, ASI loading support, auto game patches etc.
- More OptiFG improvements
- Prevent circular calling of nvngx methods on Nvidia
- Added options for debug tear, reset and pacing lines for OptiFG
- Update to XeSS 2.1
- Use D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES instead of 0
- Added handling of XESS_INIT_FLAG_RESPONSIVE_PIXEL_MASK flag
- Added RDNA4 checks after dxgi.dll loaded
- Add KCD2 'Win64MasterMasterSteamPGO' path for search
- Fix reactive mask flag for XeSS
- Rename ImGui class names to our unique class to prevent conflicts
- Fix FFX VK transparency & reactive inputs
- Add reactive mask support from FSR inputs to FSR upscalers
- Backported Show Detected UI
- More game quirks added
- More HUDfix improvements - Nvidia still hit and miss (logs don't help much)
- ASI plugin loading now disabled by default - can be enabled with
LoadAsiPlugins=true - Fixed Unity FG Flip not working
- Update FSR3.X name according to FSR4Update option
- Fixed Prey Luma Remastered mod crash with w/Dx12 upscalers
- Added more game quirks - Returnal, WUCHANG, Death Stranding (and DC)
- Some XeSS DX11 crash/bug fixes when no DLL present
- OptiFG improvements
- Fixed amdxc64-less FSR 4 on Linux (thanks to @FakeMichau)
- Fixed auto plugins path issue - shouldn't require setting
Path=pluginsanymore - Loading a supported OptiPatcher game now automatically disables Dxgi spoofing - if you need Nukem, set
Dxgi=true - OG Death Stranding (non-DC) should now work
- Hopefully fixed WUCHANG crash on boot for good - don't update Streamline files, it breaks Opti for whatever reason
- Fixed unsupported Typeless texture formats for FSR4 (thanks to @FakeMichau) - now all previously crashing games should work 🎉
- Added FSR4 Model selection (thanks to @FakeMichau)
- Unreal Engine XeSS inputs should now be supported for FSR4 also 🎉 (thanks to hereCOMESlappy)
- Added support for loading ASI files from
pluginsfolder - Improved stability and compatibility (?) of Hudfix
- Improved stability and performance of w/Dx12 upscalers
- Added FlipMetering disabling option (requires
Fakenvapi, thanks to @TheRazerMD) - autodisabled for AMD/Intel, fixes erratic frametimes when Nukem is enabled in DLSS4 games - Overlay UI changes (thanks to @FakeMichau majorly)
- Added FSR 3.1.4 with new configurable parametres
- Fixed and improved FPS Limiter (thanks to @FakeMichau)
- No Man's Sky issues have finally been fixed (thanks to @FakeMichau)
- Added experimental Anti-Lag 2 Vulkan support (requires
Fakenvapi, thanks to @FakeMichau) - requires enabling Anti-Lag in Adrenaline Game profile - Added Linux installer/uninstaller script (thanks to xXJSONDeruloXx)
- Added experimental spoofing only for Streamline (thanks to @FakeMichau)
- Added custom spoofing options which gives you control over spoofed device.
SpoofedVendorId&SpoofedDeviceId - Added custom spoofing options for selecting device(s) to be spoofed.
TargetVendorId&TargetDeviceId - Added hex value support for int/uint ini settings. Especially useful for shortcut keys and device ids.
- Fixed pressed keys getting stuck while opening menu (thanks to peterberbec)
- Fixed Dx11 gamepad key replaying on menu opening (thanks to Merlinch)
- Added resource flip for Unity games
- Added Keybinds modifications
- Added jitter count
- Added UE Atomic64 Spoofing for Intel Arc
- Fix FSR3 DX11 (thanks to @MapleHinata)
- Fix Unity DX11 (thanks to @MapleHinata)
- Fixed DLSS, DLSSG dlls autolocating
- Fixed wine exports patch (thanks to @FakeMichau)
- Implement jitter scale for XeSS inputs (thanks to @FakeMichau)
- FFX VK and XeSS VK fixes - should fix Indiana Jones and the Great Circle
- Fixed FF14 crashes with certain plugins (thanks to @MapleHinata) /
- Improved Anisotropy Filtering and Mipmap LOD bias overrides
- Improvements and fixes to spoofing (thanks to @FakeMichau)
- Fixed Nukem's mod regressions (thanks to @FakeMichau)
- Always prefer model 1 for FSR 4 Quality (thanks to @FakeMichau) - should improve shimmering/instability on FSR4 Quality preset in certain games
- Fixed doubled uninstaller batch files creation
- Added JustFPS option to Performance Overlay /
- Latest resource tracking and Hudfix changes (and regressions)
- Added more automatically applying game quirks - should make it easier for users not reading the Wiki
- Use FSR 4 model 1 with Ultra Quality presets as well (thanks to @FakeMichau) - should improve shimmering/instability in certain games
- Improved pattern finding
- Disable Dxgi spoofing by default for select games (thanks to @FakeMichau)
- Improvements to Streamline spoofing (thanks to @FakeMichau)
- Fix for missing adapter name at menu
- Added a small splash message when OptiScaler is loaded (disabled on Linux) - easier to verify Opti loaded successfully, can be disabled in the INI
- Some Overlay fixes
- Detect RTSS Reflex injection (thanks to @FakeMichau)
- Fix spoof-less DLSS regression (thanks to @FakeMichau)
- Added more game quirks
- Improved stability and compatibility (?) of Hudfix
- Improved stability and performance of w/Dx12 upscalers
- Added depth conversion shader to w/Dx12 upscalers for R24G8 formats
- Added
InitializeASItrigger for ASI plugins - Added FlipMetering disabling option (thanks to TheRazerMD)
- Fixed Dx11 gamepad key replaying on menu opening (thanks to Merlinch)
- Enabled usage of Dilated MV's without Depth (aka UE XeSS inputs) when using FSR3.1 (and FSR4) (thanks to hereCOMESlappy)
- Fixed pressedkeys getting stuck while opening menu (thanks to peterberbec)
- Added support for loading ASI files from plugin folder (Needs to be tested)
- Added custom spoofing options which gives you control over spoofed device.
SpoofedVendorId&SpoofedDeviceId - Added custom spoofing options for selecting device(s) to be spoofed.
TargetVendorId&TargetDeviceId - Added hex value support for int/uint ini settings.Specially usefull for shortcut keys and device ids.
- Prevented unloading of hooked DLLs (thanks to WickedZergling)
- Added path detection for
nvngx_dlss.dll,nvngx_dlssd.dll, andnvngx_dlssg.dllfor NVNGX initialization - Revamped init-flag handling and added buttons to reset values to their defaults
- Added game info (executable and product name) to the in-game menu header (thanks to IncorrectW)
- Changed XeSS version-checking method to prevent crashes
- Moved FSR FOV and camera values into a collapsible section (thanks to TheRazerMD)
- Added game quirks for No Man's Sky and Minecraft
- Simplified the
FSR4Upgradeapproach - Fixed a crash related to
SetFullscreenState - Fixed an issue with MAS and Sharpness values above 1.0
- Added a contrast option to RCAS (thanks to Od1sseas)
- Made some changes to INI naming and sections
- Improved DXGI and D3D12 mode compatibility
- OptiScaler now checks the local folder first for
amdxcffx64.dll - Added upscaler-input and active-upscaler info to the overlay
- Improved general overlay compatibility (Steam, Epic, Overwolf, etc.)
- Now by default FG is disabled and need to be selected from menu or ini.
- Better store overlay handling (Still OptiFG will block them by default)
- Disabled forced logging for pre builds
- When switching between games upscalers sometimes Display Res MV setting was not updating
- Added input source info for Dx11 too
- Added Contrast option to RCAS (Higher values might cause image corruption)
- Fixed DLSS input issue on Nvidia (thanks to DarkH2O)
- Updated in-game menu for easier DLSS-G/OptiFG selection (thanks to Vladzor)
- Added FSR3 Patten Matching for Red Dead Redemption 1 (thanks to TheRazerMD)
- Fixed OptiFG frame pacing (one frame wasn't rendering)
- Added Quirk for RDR1 & updated Cp77 one to disable OptiFG
- Fixed hangs on game boot when Mutex for Present is active (thanks to Burak)
- DLSS-D (RR) crash fixed (thanks to FakeMichau)
- Fixed internal config settings saved to ini (huge thanks to FakeMichau)
- Started to use original FSR dll's again, might need to set UseFGSwapChain=false with RDR1
- Hopefully OptiFG should be more stable
- Prevented FSR3 input double hooks
- Added 4 options to fine tune Hudfix and OptiFG (better leave them at defaults 😊)
- Added option to enable/disable FSR2 pattern matching (thanks to FakeMichau)
- Made Inputs menu options visible when no upscaler context available (thanks to Vladzor)
- Fixed some issues with installer & uninstaller batch file when Nvidia is selected (thanks to JoeGreen)
- Added a check to prevent crashes with FMF2 & FSR inputs (thanks to TheRazerMD)
- Fixed Hudfix for Space Marine 2 and possibly some other games (thanks to Vladzor)
- Fixed DLSSG menu option (thanks to Vladzor)
- Tried to smooth-out frametime estimations a bit
- Tried to improve FG logic and prevent crashes
- Added Fsr2Pattern to nvngx.ini to enable FSR2 pattern search (thanks to FakeMichau)
- Added DLSSG menu options for setting ini values, need to enable Advanced Settings (thanks to Vladzor)
- Fixed Hudfix compatibility regression, probably not completely (thanks to Vladzor & BayuPratama)
- Improved FSR2 input compatibility
- Ingame menu improvements (thanks to FakeMichau)
- Added integration with Nukem's dlssg-to-fsr3 (HUGE thanks to FakeMichau 🙏🏻)
- Added patter matching for FSR2 inputs, which should increase compatibility with UE games
- Added auto enable for nvapi override when original nvngx.dll is not found (thanks to FakeMichau)
- Fixed TLOU FSR3 inputs (thanks to Od1sseas & BayuPratama)
- Fixed Vulkan & Linux regression (thanks to Crowland, FakeMichau, markanini)
- Fixed fps overlay cycle key registered more than once (thanks to FakeMichau)
- Added API info to fps overlay
- Added one line horizontal layout for Fps Overlay (thanks to TheRazerMD 😁)
- Fixed gamepad interactions when Fps Overlay is visible, turns out it wasn't a bug but a feature of ImGui (thanks to DarkH2O)
- Fixed Hot Wheels Unleashed split screen issue for XeSS, sadly FSR does not support it (thanks to SuperSamus)
- Made in-game menu and fps overlay more stable by fixing the float value sizes
- Added fps overlay ShowFps option (default off) or from in-game menu
- Added 5 overlay types which can be set from FpsOverlayType or from in-game menu
- Added 4 overlay positions (corners) which can be set from FpsOverlayPos or from in-game menu
- Added shortcut key to show/hide fps overlay (default PGUP) can be changed from FpsShortcutKey
- Added shortcut key to cycle between overlay types (default PGDOWN) can be changed from FpsCycleShortcutKey
- Fixed a stack overflow issue when loading nvngx.ini again (thanks to Vladzor x2)
- Fixed black screen/no screen when running under Linux (thanks to FakeMichau)
- Fixed no menu when working with DLSS Enabler (thanks to DarkH2O)
- Added option to not use camera values from FSR inputs (thanks to Vladzor)
- Fixed menu UI scale selection (thanks to Od1sseas & Vladzor)
- Added option to enable/disable usage of FSR inputs from menu. This allows live switching between games FSR and Opti upscaler (thanks to TheRazerMD)
- Batch file now tries to remove all files & folders of OptiScaler
- Added passing of reset signal from upscaler inputs to OptiFG
- Added auto disabling of spoofing if there is no nvngx.dll in game folder
- Added input (DLSS/XeSS/FSR) selection to nvngx.ini
- Added a check for custom FSR2/3 implementations to prevent crashes
- Fixed the blank/no game window issue Nvidia notebooks (thanks to DarkerThanDA)
- PreferDedicatedGpu and PreferFirstDedicatedGpu now default disabled
- Now enabled Camera V.Fov, Near & Far in menu when FG Swapchain is active (or any FSR upscaler)
- Changed default Camera Near & Far values to 10 and 500000
- Now FG is using camera values from FSR inputs when available
- Now Opti auto disabling spoofing on non-Nvidia devices when no nvngx.dll file in game folder
- OptiScaler is now skipping format transfer for FSR-FG supported hudless formats
- Added high performance GPU selection override (thanks to Artur)
- PreferDedicatedGpu can be enabled/disabled from nvngx.ini (default enabled)
- Added OptiScaler Setup.bat file for auto installation (thanks to FakeMichau)
- Added Fsr2/Fs3 inputs support (Only for Dx12)
- Fixed a few issues with XeSS and Ffx inputs
- HybrisSpin is now default off
- RestoreComputeSignatureis now default off
- Changed default FSR Camera Near/Far values to 10<->♾
- Fixed CPU performance regression when FG Swapchain active
- Fixed some Ffx inputs issues
- Fixed an issue with UpscaleRatio Overide which mixes width & height of XeSS inputs
- Tightened Hybrid Spin values to gain some CPU time
- Added correct FSR & XeSS dll's
- Added FSR 3.1.3 amd_fidelityfx_dx12.dll & amd_fidelityfx_vk.dll
- Added XeSS 2.0 libxess.dll Mistakenly put 1.3.1 libxess.dll to this one 😅
- Added HybridSpin option to nvngx.ini
- Fixed borderless fullscreen black screen issue (Control)
- Reverted mutex from pre73 to prevent freezes
- Added FSR 3.1.3 amd_fidelityfx_dx12.dll & amd_fidelityfx_vk.dll
- Added XeSS 2.0 libxess.dll
- Enabled Hybrid Spin support for FG swapchain (might reduce CPU usage)
- Enabled one mutex for FGPresent (might cause or solve issues, needs checking)
- Fixed Enshrouded and possible other crashes when using FSR3.1
- Fixed Enshrouded crash issue with FSR3.1 but IQ will suffer. Game is using an image format FSR3.1 does not support. Used an alternative format identifier but motion vectors looks funky 🙂
- Fixed one stack overflow issue (double hooking) which would cause crash
- Probably some other fixes here and there
- Fixed more issues with XeSS Vulkan inputs
- Improved Vulkan menu stability and prevented some crashes
- Added DisableOverlays and AlwaysTrackHeaps (with menu option) options for FG
- Added a check to prevent crashes when not using AlwaysTrackHeaps and resource is not tracked correctly (not %100 solution but should be enough for now)
- Added a few check to prevent possible menu related crashes
- Changed threaded heap tracking with async one to prevent crashes (when game is heavily threaded might cause slowdowns)
- Fixed another mistake on DXGI VRAM spoofing
- Crashes when exiting game
- Crashes when Alt-tab, res change or windowed -> fullscreen -> borderless transitions
- Fix framepacing issues (tried to keep present in order) which might help crashes with Hudfix etc
This build adds experimental Frame Generation support to v0.6.8-pre4 for DLSS & XeSS supported games.
Added
- Added auto-fallback to classical FG when hudless can't be captured
- Added Reflex FPS framerate limit slider (thanks to @FakeMichau #108)
- Added freetype font for menu (thanks to @FakeMichau #117)
- Added
Immediate Captureoption for HudFix - Added
Capture Listsfor HudFix, which would help some games (Star Wars: Outlaws etc.) - Added option for loading
ReShade64.dll - Added crude reimplementation of EndlesslyFlowering's AutoHDR-ReShade
ForceHDRandUseHDR10options, don't forget to useInverse ToneMappingshaders - Added auto disabling of Epic Overlay when using FSR-FG swapchain
- Added FSR 3.1.2 support
- Added resource barrier fixes to FG inputs too (Velocity & Depth, again fixes Death Stranding)
- Added FG Rectangle option for games with black bars (ultra wide etc)
- Added Source Api info to menu (DLSS/XeSS)
Changed
- Changed to hook dxgi/d3d12/d3d11/vulkan-1 when game loads them. This should increase compatibility with Death Stranding and Capcom games (thanks to Maple)
Fixed
- Fixed issues on loading
libxess.dll(thanks to FakeMichau) - Fixed more resource tracking issues, HudFix should be much more stable now
- Fixed spoofed GPU name issue (Thanks to @MapleHinata)
- Fixed RDR crash issue (only with bundled
amd_fidelityfx_dx12.dll) - Fixed XeSS not selectable on Capcom games (Thanks to FakeMichau & BayuPratama)
- Fixed ini reload logic to not overwrite user changed values
Added
UseGenericAppIdWithDlssfor DLSS preset overriding on games like Monster Hunter Rise (thanks to @MapleHinata) #72- XeSS inputs support. Now if a game supports XeSS upscaling, OptiScaler can use XeSS inputs instead of DLSS. Sadly, Unreal XeSS Plugin does not provide a depth buffer which leads degraded visual quality.
- FakeNvapi menu support (thanks to @FakeMichau) #81
Fixed
- DirectX 11 FSR 3.1.1 backend crash issue with old VC Runtime versions. (thanks to @MapleHinata) #70 #71
- Prevented using Ultra Quality of preset with real DLSS. (thanks to @MapleHinata) #80
- XeSS inputs were not working with Death Stranding Director's Cut (thanks to BayuPratama)
- Broken DLSS upscaler backend (thanks to @MapleHinata)
- Broken custom
nvngx_dlss.dllloading option (thanks to @MapleHinata) - Broken XeSS 1.2 support (thanks to mayoringram)
Added
- Native DirectX11 FSR 3.1.1 upscaler backend (thanks to new contributor @MapleHinata)
- FSR 3.1.1 libraries
- FSR 3.1.1
Velocity Factoroption to in-game menu andnvngx.ini. Which let's users to control the balance between image stability & blurriness vs shimmering & shaprness. Lower values are more stable but prone to ghosting. Default value is 1.0. - In-game menu is now always available when OptiScaler is loaded
- Simple frame & upscaler time graphics
- Disabled spoofing during Vulkan upscaler creation. This might allow non-Nvidia GPUs to use FP16 codepath and gain a bit more performance.
- DXVK detection, now
Overlay Menuuses Vulkan API with DXVK - DirectX 11 support for
Force Anisotropic FilteringandMipmap LOD Bias - Support for latest version of Visual Studio (thanks to FakeMichau)
- FSR 3.1 option for DLSS Enabler generator selection at in-game menu
DxgiVRAMandSpoofedGPUNamespoofing options (thanks to ChemGuy1611)LoadSpecialKoption to load SpecialK manually (thanks to DARKERthanDA)
Changed
- From now on
Overlay Menuis not available fornvngx.dllinstallations. - Updated ImGui to
v1.91.1v1.91.2
Fixed
- RCAS was crashing with
Typelesstextures #46, fixes Space Marine 2 (thanks to LeidenXaXa) - Possible crashes while using
Overlay Menuwith RTSS (thanks to Artur) - Crash when switching to
FSR 3.1from in-game menu (thanks to Melinch & BayuPratama) - DirectX11 performance regression after upscaler time calculation (thanks to Melinch & BayuPratama)
- A typo at menu #49 (thanks to donizettilorenzo)
- Compability issue with GoW:Ragnarok #53 (thanks to TheRazerMD & rigopoui)
- Possible crashes during resolution changes and Alt+Tab (thanks to FakeMichau)
- Menu was not working with Shadow of the Tomb Raider & Rise of the Tomb Raider (thanks to Merlinch)
- Wine detection error (thanks to Lilith)
Added
RCAS,Output ScalingandMask Biasoptions to FSR2.2 DirectX 11 backendRCASandOutput Scalingoptions to DLSS DirectX 11 backend (thanks to Sildur for testing)- Option to use FSR1 with
Output Scaling(thanks to FakeMichau) - Option to
Force Anisotropic Filtering#26 (thanks to aufkrawall)
Changed
- Made
Output Scaling,Mipmap LOD Bias&Force Anisotropic Filteringmenu entries a bit more user friendly (thanks to FakeMichau & aufkrawall) - Enabled denoiser option of
RCAS#32 (thanks to aufkrawall) - Increased maximum
RCASsharpness to 1.3 #32 (thanks to aufkrawall) - Changed XeSS & FSR3.1 load order to first check OptiScaler and ini folder
Fixed
- For scaling ratios below 1.0 DLSS and XeSS can't handle downscaling, now OptiScaler auto-enable
Output Scalingwith 1.0 ratio when needed (thanks to Merlinch & DARKERthanDA) - OptiScaler wasn't saving
Force Anisotropic Filteringvalue #26 (thanks to aufkrawall) - A possible race condition crash when exiting from Witcher 3 (thanks to Artur)
- Possible crash when exiting DirectX 11 games #30 (thanks to cek33)
- Possible
Output Scalingissues (thanks to Adéline) - Broken
Output Scalingwhen using DLAA #34 (thanks to Nygglatho) - Can't select DLSS preset F & G from in-game menu (thanks to Merlinch)
- Sending above 1.0 values to FSR's sharpener (thanks to Rigel.)
Added
- Added support for FSR 3.1.0 upscaler backends
- Added support for selecting FSR 2.3.2 when using FSR 3.1.0
- Added FSR-FG 3.1
Overlay Menusupport - Added
VulkanExtensionSpoofingoption tonvngx.iniwhich would spoofVK_NVX_BINARY_IMPORTandVK_NVX_IMAGE_VIEW_HANDLE. Now RTX Remix and No Man's Sky (FSR 3.1 is broken) let's users to select DLSS. - Added tooltip support to in-game menu (thanks to @FakeMichau) #24
- Added options to use DLSS Input Bias Masks as FSR Reactive (with bias adjustment) and Transparency masks (thanks to solewalker & FakeMichau)
- Added precompiled shaders for RCAS, Output Scaling and Mask Bias with menu and
UsePrecompiledShadersini option - Added
NVNGX_DLSS_Pathoption tonvngx.inifor loading differentnvngx_dlss.dllfile (thanks to Sildur) - Added ability to extend scaling ratio override range to 0.1-6.0. This allows game (not all games support this) to render higher than display resolution and downsample to display resolution. When using with XeSS set Output Scaling to 1.0 (thanks to FakeMichau & krispy)
- Added Debug View option for FSR 3.1.0 to in-game menu and
nvngx.ini(needsAdvanced Settings) - Added CameraNear / CameraFar (for FSR 2.2 and above) options to in-game menu and
nvngx.ini(needsAdvanced Settings) - Added selective spoofing for DXGI (check
DxgiBlacklistoption innvngx.ini) (Does not work on Linux) - Added
SkipFirstFramesoption tonvngx.iniwhich would allow OptiScaler to skip rendering desired amount of frames (Needed for Dragons Dogma 2) (thanks to CAPCOM) - Added ability to override Mipmap Bias when running non-nvngx mode without resoluion/preset change (thanks to Ridianoid)
- Added/Implemented Driver Vendor, Name & Info spoofing for Vulkan spoofing option (Doom Eternal still does not enable DLSS)
- Added missing
NVSDK_NGX_VULKAN_GetFeatureRequirements,NVSDK_NGX_VULKAN_GetFeatureDeviceExtensionRequirementsandNVSDK_NGX_VULKAN_GetFeatureInstanceExtensionRequirementsmethods - Added
Advanced Settingsoption to in-game menu (thanks to FakeMichau) - Added ability to use negative values for
Motion Adaptive Sharpness - Added FidelityFX license
Changed
- Updated Intel XeSS library to 1.3.1
- Grouped upscaler Init Flag options together at
nvngx.ini - Seperated Output Scaling options at
nvngx.ini - Changed default FSR Camera Near & Camera Far values to
0.0001 & 0.99990.01 & 0.99 - Changed DLSS and XeSS path options at
nvngx.inito accept both file path and folders. This should let users use XeSS with Uniscaler. (thanks to MV & Voosh) - Reverted back to original FSR 2.1.2 (thanks to DLSS2FSR community)
- Improved menu hooking routines which speed up init a bit with DirectX 12
- Disabled Reactive Mask checkbox at menu when game is not providing reactive mask texture (thanks to FakeMichau)
- Improved DXGI spoofing when OptiScaler is not
dxgi.dll(thanks to Sildur)
Fixed
- Fixed ghosting issues of FSR 3.1 (thanks to DLSS2FSR community)
- Fixed FSR 3.1 Vulkan crashes on Windows (Linux still has issues) (thanks to Matthew Simm)
- Remove DLSS option from upscaler list when there is no original nvngx.dll (thanks to Od1ssseas)
- Fixed crashes during loading when game path contains unicode characters on unicode systems (thanks to Rigel.)
- Improved working mode checks and stability of mod (thanks to Sildur & krispy)
- Fixed 16XX GPU spoofing for DLSS on Vulkan & Dx11 (thanks to Merlinch & DARKERthanDA)
- Possible crash during resolution/quality change issue #11 (thanks to donizettilorenzo)
- Fixed/improved
RestoreComputeSignature&RestoreGraphicSignatureoptions (Needed for Dragons Dogma 2) (thanks to CAPCOM) - Prevented casting exceptions during ini loading (thanks to CAPCOM)
- Fixed Mipmap Bias calculator Display Resolution value when OutputScaling is active (thanks to Ridianoid)
- Prevented possible early unloading of mod when running as non-nvngx (thanks to Merlinch)
- Added checks to disable
OverlayMenuwhen running on Linux with Nvidia GPUs (thanks to KomiksPL) Improved implementation of GetCapabilityParamers methodsReverted (thanks to Neostein)
This release aims for a more precise implementation of nvngx and bug fixes.
Added
- DLSS-D (Ray Reconstruction) support on Nvidia cards (thanks to Artur, AKBLT-YT and QM)
- Automatically redirect calls for features not supported by OptiScaler to original nvngx on Nvidia GPUs.
- Added auto skipping spoofing for XeSS. This should activate XMX codepath on Intel ARC series GPUs. It can be disabled from
nvngx.inior in-game menu (only works in dxgi mode) - Automatically select DLSS as upscaler on Nvidia GPUs (if not overridden in ini or DLSS Enabler) (thanks to AKBLT-YT)
- Auto disable spoofing on Nvidia GPUs (only works in dxgi mode)
- Hide DLSS upscaler option for non-Nvidia GPUs
- Added full DLSS Enabler ini capability and in-game menu support (thanks to FakeMichau and ...Merlinch?)
- Added Vulkan spoofing support. It is disabled by default and can be enabled from
nvngx.ini(only works in non-nvngx mode) (Doom Eternal still doesn't work) (thanks to FakeMichau) - Added option to disable DXGI spoofing (only works in dxgi mode)
- Added missing Vulkan Init methods
- Added option to define path for check orginal file when running in non-nvngx mode (only works in non-nvngx mode) (thanks to Artur)
Fixed
- Prevented capturing mouse and keyboard when OptiScaler is not active
- Fixed crashes when running Unity games on non-nvngx mode (thanks to Erik Coelho)
- Reading correct rendering resolution on DLSS and DLSSD (thanks to ...Merlinch?)
- Fixed issue with Vulkan DLSS settings are not being visible after upscaler change (thanks to ...Merlinch?)
- Fixed possible menu crashes on DirectX 12 only mode (thanks to Jo)
- Fixed possible crashes on
LoadLibraryhooks - Wrong scaling ratio reporting when using DLAA on Nvidia GPUs (thanks to ...Merlinch?)
This release aims to improve the compatibility of the new in-game menu (especially when used with frame-gen) and add support for DLSS 3.7.
- Added spoofing support for DLSS 3.7, usage description is below
- Added spoofing support when running as
dxgi.dll(acts like d3d12-proxy). - Added support for loading custom
nvapi64.dllfile when not working asnvngx.dll(from dll folder or user defined folder).
- Tried to cover all frame-gen cases for the new in-game menu, hopefully it will be ok (There is a detection delay of about 170 frames, if the menu does not appear immediately after loading the game, please wait a bit after pressing the menu button)
- Fixed setting wrong internal rendering resolution during create feature (thanks to Sub & DARKERthanDA)
- Fixed when DLSS selected from ini was not applied when using DirectX 11 (thanks to ...Merlinch & wixuan)
- Fixed
Motion Sharpnessissues (thanks to Od1sseas) - Increased the
Motion Sharpnessscale minimum to 0.1 to prevent division by zero problems (thanks to fakemichau). - Added extra checks for
Output ScalingandDisplay Size MV(Thanks to DARKERthanDA) - Fixed reverting to initial upscaler on quality or resolution change when working with DLSS Enabler (thanks to fakemichau).
- Auto disable
RCASandOutput Scalingon shader compilation issues, for linux check notes are at bottom (thanks to fakemichau). - Fixed
Output Scalingdisabling conditions (Thanks to DARKERthanDA) - Fixed conflicting preset selection & quality ratio when using DLSS (thanks to ...Merlinch?)
- Added
yield()to /w Dx12 backend query wait spins, resulting in improved performance on Nvidia cards (thanks to DARKERthanDA)
- The structure of
nvngx.inihas changed a bit, if your old settings are not applied, please compare with the new structure.
Added
- Added DLSS upscaling support, when using DLSS with OptiScaler you will have DLSS specific;
- Control over DLSS presets (DLSS 3.x only)
- Auto enabling DLSS support for 16XX GPUs
- Added spoofing for GetFeatureRequirements
- Override DLSS sharpening (up to DLSS 2.5.1)
- Also with DLSS you can use OptiScaler's;
- Scaling overrides
- Override DLSS init flags
- In-game menu
- RCAS sharpening (only on Dx12)
- Output resolution scaling (only on Dx12)
- Added new in-game menu which works on all APIs and does not affected by games rendering pipeline. In case of compatibility issues (or for nostalgia 😅 ) old menu still can be enabled by setting
OverlayMenu=falsefromnvngx.ini(Thanks to TheRazerMD, regar DARKERthanDA, Brutale1090, iamnotstanley and Od1sseas for all the testing). - Added
Motion Sharpeningoption, which increases sharpening amount of pixels based on their motion. (RCAS only) (Thanks to Od1sseas) - Added option to select RCAS for FSR upscalers (Dx12 and Dx11 with Dx12 only)
- 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.dllis not statically linked anymore. This means now even withoutlibxess.dllmod 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 and other 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
- Sometimes DLSS upscaler had wrong motion vectors setup, now fixed (Thanks to DARKERthanDA)
- Some games were not releasing the mouse, now they should be fixed. (Cyberpunk 2077, Horizon Zero Dawn, etc.)
- Some games were not registering mouse clicks, now they should be fixed. (Doom Eternal) (Thanks to TheRazerMD)
- 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
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.
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 TheRazerMD)
Mod renamed to OptiScaler
Fixed:
- Crysis 3 Remastered showing black screen w/Dx12 backends on non-Arc GPUs fixed. (Thanks to closesim & TheRazerMD)
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.
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
QualityRatioOverridemin 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.dllfile - 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
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)
- 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
- 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