OptiScaler v0.7.8 (Typeless)
Whoa, it's been almost 4 months since last Stable release? Damn, time does really fly.
Loads has happened in the meantime, and after loooots of code revamping and overhauls and Nightly testings (many thanks to everyone who helped testing!), we're finally ready for 0.7.8 😎
There's a chungus amount of changes, so we'll let the release notes talk for themselves! And no, there's no XeFG DP4a here...yet
We also have another side project - OptiPatcher - an ASI Plugin for OptiScaler to expose DLSS inputs without spoofing in supported games (if you need NukemFG on UE games, that still requires spoofing sadly, for non-UE games, Michau's SL Spoof is pretty successful in unlocking all options).
Caution
- We've been informed about some FAKE websites presenting themselves as OptiScaler team, so we would like to strongly highlight that we DO NOT HAVE an official website!
- Only LEGIT places are this Github, our Discord server and Nitec's NexusMods page.
- OptiScaler is FREE, any kind of monetary requirements are scams as we don't even have a donation link at the moment!
Important
- From this version, selecting Yes to DLSS Inputs (as AMD/Intel) no longer creates a
nvngx.dll
, since @FakeMichau managed to workaround that. One less step required now if you were doing it manually. - Now only selecting No to DLSS Inputs should modify Optiscaler.ini and change
Dxgi=auto
toDxgi=false
.
Note
Despite major improvements, HUDfix is still an experimental WIP and might not be stable.
New and improved MAJOR features in 0.7.8 since 0.7.7-pre9:
- Fixed unsupported Typeless texture formats for FSR4 (thanks to @FakeMichau) - now all previously crashing games should work 🎉 (FSR4 Compatibility List has been updated too)
- Added FSR4 Model selection (thanks to @FakeMichau) - more info at the end
- Always prefer model 1 for FSR 4 Quality/Ultra Quality (thanks to @FakeMichau) - should improve shimmering/instability on FSR4 Q/UQ preset in certain games
- Unreal Engine XeSS inputs should now be supported for FSR4 also 🎉 (thanks to hereCOMESlappy)
- Added support for loading ASI files from
plugins
folder - disabled by default,LoadAsiPlugins=
in INI - Improved stability and compatibility (?) of Hudfix - never forget it's experimental - Nvidia also likes to present some crashes without an obvious reason which makes it hard to reproduce
- 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)
- 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 Streamline spoofing (thanks to @FakeMichau) - enabled by default for AMD/Intel even when Dxgi=false, unlocks DLSS FG and Reflex without full adapter spoofing when no extra checks present - for UE games doesn't unlock DLSS FG yet, but does Reflex more or less
- Added a small splash message when OptiScaler is loaded (disabled on Linux) - easier to verify Opti loaded successfully, can be disabled in the INI,
DisableSplash=
- OptiScaler is now automatically applying some game patches for a better out-of-the-box experience (thanks to @FakeMichau and @TheRazerMD)
- Updated XeSS upscaler to latest 2.1 version - still no XeFG here
- Backported Show Detected UI
New and improved minor features in 0.7.8 include:
- Added custom spoofing options which gives you control over spoofed device
- 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)
- No Man's Sky issues have finally been fixed for pre-RDNA4 users (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
- Added JustFPS option to Performance Overlay
- Detect RTSS Reflex injection (thanks to @FakeMichau)
- Fixed Prey Luma Remastered mod crash with w/Dx12 upscalers
- 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
- Rename ImGui class names to our unique class to prevent conflicts (thanks to @MapleHinata)
- Fix Doom TDA FFX VK inputs after Update 2
- Various other fixes
Regarding FSR4 models
As best as we can see, models seem to correlate to quality/rendering presets. Internally, AMD seems to be using Model 0 for Native AA, Model 1 for Quality, 2 for Balanced, 3 for Performance. Models 4 and 5 not exactly sure, but 5 should be for UP. Unlike the other models, Model 1 seems to have a bit inconsistent deadzone around ratios, thus in some games Quality actually gets redirected to Model 0 which causes the shimmering noticed in Oblivion and STALKER 2. Hence the reason Optiscaler is always forcing Model 1 for Quality and UQ. AMD know about this issue and will be fixing it in a future update. And to try explaining the model numbers, maybe each higher model has more accumulation history, which would explain why Model 0 is the sharpest (and meant for Native AA), and e.g. Model 2 is blurrier, but also more stable in games (as Balanced) which were forcing Model 0 (instead of 1) on Quality and causing shimmering.