Changelog.md
LoadAsiPlugins=truePath=plugins anymoreDxgi=trueplugins folderFakenvapi, thanks to @TheRazerMD) - autodisabled for AMD/Intel, fixes erratic frametimes when Nukem is enabled in DLSS4 gamesFakenvapi, thanks to @FakeMichau) - requires enabling Anti-Lag in Adrenaline Game profileSpoofedVendorId & SpoofedDeviceIdTargetVendorId & TargetDeviceIdInitializeASI trigger for ASI pluginsSpoofedVendorId & SpoofedDeviceIdTargetVendorId & TargetDeviceIdnvngx_dlss.dll, nvngx_dlssd.dll, and nvngx_dlssg.dll for NVNGX initializationFSR4Upgrade approachSetFullscreenStateamdxcffx64.dllThis build adds experimental Frame Generation support to v0.6.8-pre4 for DLSS & XeSS supported games.
Added
Immediate Capture option for HudFixCapture Lists for HudFix, which would help some games (Star Wars: Outlaws etc.)ReShade64.dllForceHDR and UseHDR10 options, don't forget to use Inverse ToneMapping shadersChanged
Fixed
libxess.dll (thanks to FakeMichau)amd_fidelityfx_dx12.dll)Added
UseGenericAppIdWithDlss for DLSS preset overriding on games like Monster Hunter Rise (thanks to @MapleHinata) #72Fixed
nvngx_dlss.dll loading option (thanks to @MapleHinata)Added
Velocity Factor option to in-game menu and nvngx.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.Overlay Menu uses Vulkan API with DXVKForce Anisotropic Filtering and Mipmap LOD BiasDxgiVRAM and SpoofedGPUName spoofing options (thanks to ChemGuy1611)LoadSpecialK option to load SpecialK manually (thanks to DARKERthanDA)Changed
Overlay Menu is not available for nvngx.dll installations.Fixed
Typeless textures #46, fixes Space Marine 2 (thanks to LeidenXaXa)Overlay Menu with RTSS (thanks to Artur)FSR 3.1 from in-game menu (thanks to Melinch & BayuPratama)Added
RCAS, Output Scaling and Mask Bias options to FSR2.2 DirectX 11 backendRCAS and Output Scaling options to DLSS DirectX 11 backend (thanks to Sildur for testing)Output Scaling (thanks to FakeMichau)Force Anisotropic Filtering #26 (thanks to aufkrawall)Changed
Output Scaling, Mipmap LOD Bias & Force Anisotropic Filtering menu entries a bit more user friendly (thanks to FakeMichau & aufkrawall)RCAS #32 (thanks to aufkrawall)RCAS sharpness to 1.3 #32 (thanks to aufkrawall)Fixed
Output Scaling with 1.0 ratio when needed (thanks to Merlinch & DARKERthanDA)Force Anisotropic Filtering value #26 (thanks to aufkrawall)Output Scaling issues (thanks to AdΓ©line)Output Scaling when using DLAA #34 (thanks to Nygglatho)Added
Overlay Menu supportVulkanExtensionSpoofing option to nvngx.ini which would spoof VK_NVX_BINARY_IMPORT and VK_NVX_IMAGE_VIEW_HANDLE. Now RTX Remix and No Man's Sky (FSR 3.1 is broken) let's users to select DLSS.UsePrecompiledShaders ini optionNVNGX_DLSS_Path option to nvngx.ini for loading different nvngx_dlss.dll file (thanks to Sildur)nvngx.ini (needs Advanced Settings)nvngx.ini (needs Advanced Settings)DxgiBlacklist option in nvngx.ini) (Does not work on Linux)SkipFirstFrames option to nvngx.ini which would allow OptiScaler to skip rendering desired amount of frames (Needed for Dragons Dogma 2) (thanks to CAPCOM)NVSDK_NGX_VULKAN_GetFeatureRequirements, NVSDK_NGX_VULKAN_GetFeatureDeviceExtensionRequirements and NVSDK_NGX_VULKAN_GetFeatureInstanceExtensionRequirements methodsAdvanced Settings option to in-game menu (thanks to FakeMichau)Motion Adaptive SharpnessChanged
nvngx.ininvngx.ininvngx.ini to accept both file path and folders. This should let users use XeSS with Uniscaler. (thanks to MV & Voosh)dxgi.dll (thanks to Sildur)Fixed
RestoreComputeSignature & RestoreGraphicSignature options (Needed for Dragons Dogma 2) (thanks to CAPCOM)OverlayMenu when running on Linux with Nvidia GPUs (thanks to KomiksPL)This release aims for a more precise implementation of nvngx and bug fixes.
Added
nvngx.ini or in-game menu (only works in dxgi mode)nvngx.ini (only works in non-nvngx mode) (Doom Eternal still doesn't work) (thanks to FakeMichau)Fixed
LoadLibrary hooksThis 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.
dxgi.dll (acts like d3d12-proxy).nvapi64.dll file when not working as nvngx.dll (from dll folder or user defined folder).Motion Sharpness issues (thanks to Od1sseas)Motion Sharpness scale minimum to 0.1 to prevent division by zero problems (thanks to fakemichau).Output Scaling and Display Size MV (Thanks to DARKERthanDA)RCAS and Output Scaling on shader compilation issues, for linux check notes are at bottom (thanks to fakemichau).Output Scaling disabling conditions (Thanks to DARKERthanDA)yield() to /w Dx12 backend query wait spins, resulting in improved performance on Nvidia cards (thanks to DARKERthanDA)nvngx.ini has changed a bit, if your old settings are not applied, please compare with the new structure.Added
OverlayMenu=false from nvngx.ini (Thanks to TheRazerMD, regar DARKERthanDA, Brutale1090, iamnotstanley and Od1sseas for all the testing).Motion Sharpening option, which increases sharpening amount of pixels based on their motion. (RCAS only) (Thanks to Od1sseas)Changed
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.Fixed
New:
Changed
New:
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:
Changed:
UseDelayedInit (default false) for enabling these delays again.New:
Fixes:
UpscaleRatioOverride, it works correctly nowQualityRatioOverride min witdh limiting for DRSnvngx.dll fileNew:
Fixes: