OptiScaler v0.9
April Foo...
No, wait, almost forgot, this isn't an April Fools joke, that was a close one. What we wanted to say was...
We're back with a new Stable build after 7 months of massive feature creep, prolonged testing and multiple delays (kinda like the AAA game industry, atleast regarding the last part).
Kept you waiting, huh?
❗Our biggest release so far,❗so don't be surprised by the chungus changelog
Lots of people have been asking us over time about supporting the project, and we're finally happy to say that's now possible! Also linked in the Readme
- BMAC ☕
- Github Sponsors ♥️
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!
- We DON'T have an official manager app, so please be careful when downloading or using them!
- Only LEGIT places are this Github, our Discord server and Nitec's NexusMods page.
- OptiScaler is FREE, any kind of monetary requirements are scams!
Warning
VERY IMPORTANT!
- While the new BAT should automatically display a warning if you're updating from an existing Opti 0.7.9 install, we would still recommend deleting OptiScaler using the uninstall BAT and manually delete Fakenvapi's old nvapi64.dll if present in the folder.
- Necessary step to ensure everything works properly since OptiScaler now comes bundled with Fakenvapi (renamed to fakenvapi.dll)
Signed build
New and improved MAJOR features in 0.9:
- FG settings received a major rewrite/revamp - added XeFG (+XeLL), Redstone FSR4-FG, separated options into FG Sources and Outputs, added shortcut etc (a big part thanks to @FakeMichau)
- All of these options explained more in the Wiki in Frame Generation Options
- Added enable/disable FG shortcut key - default is
End(customisable, Keybinds in Overlay,FGShortcutKeyin INI) - Some options aren't supported and may be implemented down the line (e.g. XeFG as FG Source, DLSSG as FG Output)
- HUDless logic improved
- OptiScaler now comes bundled with latest Fakenvapi (1.4) and Nukems dlssg-to-fsr3 (0.130)
- FG Sources (game FG inputs AKA what you select in the game) and FG Outputs (what you want to use through Opti) - you need to select both now
- DLSSG via SL FG Source is recommended, then FSR-FG then OptiFG/Upscaler as a final resort
- DLSSG via Streamline inputs (only DX12 and Streamline 2+ games, doesn't support a small number of old SL1 games, tooltip warns about unsupported version)
- Required to enable DLSS-FG in the game and then tick (FG) Active in Opti's overlay
- This is our own equivalent of Nukem's mod which is a lot more versatile, albeit a bit less (legacy) compatible as noted
- Nukem's DLSSG is locked to FSR3.1 FG as that's the only option (Nukem's DLSSG -> FSR3-FG via Nukem's)
- Also requires DLSS-FG activated in-game
- OptiFG (Upscaler) now also supports XeFG, in addition to FSR3/4-FG
- OptiFG is without the HUDless resource, but unlike FSR3 FG, XeFG/FSR4-FG does interpolate the HUD variably well (might not even require HUDfix), while FSR3-FG requires HUDfix always
- FSR 3.1/FSR3.0 FG Sources
- Also a new addition for games that have native FSR3.1/FSR3.0 FG, can be a bit finnicky
- Requires FSR-FG enabled in game settings
- Updated to XeSS 3.0 SDK - yellow XeFG restart text must be followed, otherwise ghosting will be noticeable
- XeFG doesn't work in exclusive fullscreen. Requires using Borderless Windowed/Borderless Fullscreen/Fullscreen Windowed!
- Due to how XeFG works, you might need to activate XeFG once and then restart the game for all settings to apply - hence the yellow warning text.
- All XeFG constraints explained more in the Wiki in Frame Generation Options
- MFG support officially added (still Arc only❗)
- Now able to change interpolated frame count on the fly
- freezes between 2x <-> 3x/4x are expected
- Extra XeFG checks to prevent crashes with older binaries
- Added XeFG UI Composition option
- Enabling this option reverts XeFG to previous XeFG 2.0 behaviour where it doesn't try interpolating the HUD - fixes artifacting for transparent HUDs
- Updated to FFX 2.2 SDK (big part thanks to @FakeMichau) - FSR 4.1 upscaler, FSR-FG 4.0.0 (ML-FG) (RDNA4 only!!!)
- 4.0.0 ML-FG doesn't work with Nukems, as that mod only uses FSR3-FG!
- All of the FSR Redstone features officially support only RDNA4, so unless you're willing to use Linux with FP8-to-FP16 emulation (or AMD decides otherwise), supporting other gens isn't happening. FSR4 INT8 upscaler (4.0.2) is the only version prior gens can use, and you'll have to find it yourself, Opti does not ship it.
- Switching between FSR3-FG and FSR4-FG is possible while FG is active
- Fixed model selection on FSR 4.0.3 and FSR 4.1 (thanks to @FakeMichau and @TheRazerMD)
- Added FSR4 Debug options - FSR4 Debug view and FSR4 Watermark (Watermark requires game restart, thanks to @Astyyyyy for fixed WM) as well as FSR4-FG Watermark debug option (MLFI)
- Updated FG and FSR4 model menu displays (thanks to @TheRazerMD)
- Should make it more clear which FG settings to (not) use for FSR4-FG and what the models represent
- 4.0.0 ML-FG doesn't work with Nukems, as that mod only uses FSR3-FG!
- Added FSR4 Vulkan w/Dx12 support – FSR3.x/4 VK w/Dx12, as well as FSR 2.1 VK w/Dx12
- This enables using FSR4 on Vulkan games - works through the DX12 interop, thus the upscaler cost will be noticeably higher
- Added RCAS and Output Scaling to Vulkan upscalers
- Also updated all downscalers for Output Scaling
- Sharper Bicubic, added Lanczos 2 & 3, added Kaiser 2 & 3
- Added missing Vulkan hooks
- This fixed NMS VR crash
- Added separate Non-Linear Color Space option for FSR4
- Quirks reorganising and support improvement (thanks to @TheRazerMD)
- WinGDK versions should now also be supported if they stick to the regular filenames
- Various game quirks added for a better out-of-the-box experience
- General BAT improvements and updated Uninstaller scripts to remove additional files, along with old Opti versions, and unused files (nvapi64.dll etc) (thanks to @TheRazerMD)
- Also added OptiPatcher support to the BAT (thanks to @realdody for the initial commit, and @TheRazerMD for bugfixing and improving afterwards)
- Another side project of ours - OptiPatcher - an ASI Plugin for OptiScaler for exposing DLSS and DLSS-FG inputs without adapter spoofing in supported games and avoiding any kind of performance overhead.
- OptiFG improvements
- Should stop The Callisto Protocol from crashing with its special heaps spamming
- CPU usage should now also be reduced
- Removed
DlssOverridesfolder- Reg files weren't required for a long time now and have already been integrated into Opti itself
- Autoapplying fixes and quirks for Luma Unreal Engine mod
- Luma UE should now be working properly without any editing (check the Compatibility Entry for preferred method of loading, also the FSR4 list for confirmed working games so far)
- Should also work fine for Win 10 users (FSR4 still requires AgilitySDK upgrade on Win 10)
- Added VRR FPS limit calculator under Framerate tab to select an optimal framecap
- Added Active Quirks info to overlay menus
- Allow auto option for menu scale, as well as saving of menu scale 1.0
- Helps games that cycle from Windowed to Fullscreen on boot and mess with Opti (e.g. MH Wilds)
- Added FSR2 DX11 input support - e.g. Trails in the Sky 1st Chapter
- Added FSR2 Vulkan input support - e.g. WWZ
- Separated DLSS/DLSSD preset overrides, also added ability to revert back to game's original preset
- Added XeSS DX11 inputs
- Added Process Filter option (thanks to Schmidts) and DLL blacklisting
- Stops logging hijacking and prevents crashes caused by Windhawk, MacType etc.
- Significant compilation speed boost (thanks to @ZachHembree)
- Hopefully fixed Nvidia XeLL/Reflex latency issue
- Added FrameTime input selection
- By default, Opti is now using FrameTime calculations from DLSSG/FSR-FG, this should improve pacing in some problematic games
- HACK: Allow XeSS/XeFG to run on newer AMD drivers (FakeMichau)
- Should fix the XeFG crashing on 26.1.1+ drivers in the meantime, until AMD fixes the underlying driver issue
- Added option to disable HUDFix resource tracking in the INI (
DisableHUDFix)- Useful for reducing the CPU overhead when using OptiFG with ML FG that handles the HUD well enough already without HUDFix
- Added Opti Wiki link button to the overlay
- Block the EGS Overlay by default when any FG is present (since it keeps crashing)
New and improved minor features in 0.9 include:
- Move all loadlibrary and freelibrary checks to ntdll hooks
- Improved Streamline compatibility, added missing NVSDK init params
- JWE3 FG should work now, CP2077 benchmark should not show 0 FPS anymore
- INI improvements
- More unused code removal and general revamping
- AF and mipmap bias improvements
- Removed DLSS Enabler integration
- Splash screen updates
- Also enabled Splash screen on Linux
- Added FG info to FPS overlay
- Fixed overlay options that weren't saving to the config properly
- Change FFX API DLL order
- Now Opti will try to load
loader.dllfirst, if it can't find it, falls back to old dll
- Now Opti will try to load
- Added HDR16 check
- Improved handling of wide characters (thanks to @FakeMichau)
- Should fix crashes when the file path contains e.g. Chinese characters
- Apply barrier fixup to RTX Remix (thanks to @FakeMichau)
- Removed Disable HQ font on Linux
- Tweaked Reflex Markers Overlay for HDR
- Shouldn't be blinding anymore
- Fixed low fps when menu is open
- Fixed compiler warnings
- Generalize FFX modules and type check (thanks to @FakeMichau)
- Some Load Order tweaks - should help Reshade
- Shader clean up and small refactor (thanks to @FakeMichau)
- Make Linux setup script take args for various automation projects (thanks to @xXJSONDeruloXx and @FakeMichau)
- Disable NTShared for Dx11 by default
- Fixed fallback fps limit on Linux (@FakeMichau)
- Fixed menu and fps overlay scaling (@FakeMichau)
- Fixed a w/dx12 crash when ffx is missing (@FakeMichau)
Various game improvements for a better OOB experience
Click here to see a list of quirks and changes applied
rapcom treatment (thanks to @FakeMichau)
-forceReflexMarkers on SM1, SM MM and Ratchet, SM2 requires nothing, it just works™, otherwise FSR3.1 FG inputs can be used
rapcom treatment, as well as Monster Hunter Stories 3
Note
- Linux bois need the latest Proton which includes latest VKD3D commits which support FSR 4.1/FFX SDK 2.2 in order to work
- FSR4-FG requires Mesa 25.2+ and Wine prefix set to Win 11