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Releases: optiscaler/OptiScaler-nightly
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Nightly Build nightly-20261027
Changes in the Last 48 Hours
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b19cfd29 Init Dx12 before checking dx12 capabilities when using FFX Vk (FakeMichau)
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bc69b0bf Centered the API row (TheRazerMD)
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a6b87315 Resolve some Vulkan validation errors (FakeMichau)
Slopped. FSR4FG when using the validation layer requires disabling the handle wrapping.
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8feb5d0c Fix FSRFG version switching when FG is not active (FakeMichau)
Slopped.
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7937e473 Rework frametime reporting (FakeMichau)
Slop the slop. Should fix bad reporting when using FG
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5f6a2e69 New overlay preset + ability to hide averages (FakeMichau)
Slopped.
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3c6263ec Overlay adjustments (FakeMichau)
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c2876a76 XeFG fixes for Dynamic MFG, the game's FSR FG and AntiLag 2 (Michael Robles)
- Dynamic MFG skips isolated hitches: a frame 2.5x longer than the
average is skipped, a third in a row counts as a load change. At a
cap the measured waits don't explain (the game's own XeLL or AntiLag
2 sleep, a driver cap) it tries one step less now and then, at least
15 s after the last change. - Dynamic MFG keeps its count while the game is in the background and
starts over once it is back in front. - Dynamic MFG moves out of XeFG_Dx12 into XeFG_DynamicMFG. XeFG_Dx12
passes the wait it measured and applies the result. - XeFG leaves the swapchain to the game when the game's own FSR Frame
Generation creates it (it crashed in Modern Warfare 4). - With the AntiLag 2 output, each XeFG present gets its frame type from
its position in the batch: XeFG presents the real frame last.
- Dynamic MFG skips isolated hitches: a frame 2.5x longer than the
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54f310f7 Fix a crash in POE2 when switching Vsync on Vulkan (FakeMichau)
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808e5c5e Resolve slSetFeatureLoaded for the DLSSG input's hooks (Michael Robles)
hkslSetFeatureLoaded was attached only when o_slSetFeatureLoaded was
set, but nothing resolved it from sl.interposer, so the hook never went
in. With the DLSSG input slInit leaves DLSS-G out of featuresToLoad, and a
game that loads DLSS-G at device setup (Doom: The Dark Ages) got
eErrorFeatureFailedToLoad back and greyed out its frame generation
option. Resolve it with the other DLSS-G entry points and clear it if
the hooks fail to attach.
Nightly Build nightly-20261025
Changes in the Last 24 Hours
- 539c9a1e Make FFX Vk hooking side match the Dx12 side (FakeMichau)
Slopped.
Nightly Build nightly-20261024
Changes in the Last 24 Hours
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fd3a45a6 Display asi's version (FakeMichau)
Slopped.
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d023e06e Attempt to improve fps limiter on DLSSG Vk (FakeMichau)
Slopped.
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12fd52d8 Fix the textures tab on Vulkan (FakeMichau)
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82e5a958 Go back on some menu tweaks (FakeMichau)
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3d56b60e Fix a crash in games that already have amd_fidelityfx_vk.dll (FakeMichau)
Slopped.
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2128299c Fix a DLSSG crash in Enshrouded (FakeMichau)
Slopped.
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f903b2c6 Prevent a crash triggered by hooking amdxc64 twice (FakeMichau)
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83e18f1a Fix a potential deadlock on launch in Cyberprank (FakeMichau)
Slopped.
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76219dd4 Menu adjustments (FakeMichau)
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8f0b7d87 Fix for XeFG in Cyberprank picking the old XeLL (FakeMichau)
Slopped.
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1b96d168 Fix frame pacing with DLSSG in KCD2 (FakeMichau)
Slopped. Based on cb1f7aa3a179f601dc11e89373dd3a230b65b3ad
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8f2a9435 Fix dxgi spoofing for amdxcffx64 (FakeMichau)
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455ab392 Added METRO Redux quirk (TheRazerMD)
- DxgiSpoofing = false
Nightly Build nightly-20261023
Changes in the Last 24 Hours
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c220ad9e More UI changes (TheRazerMD)
- Game name, API, GPU and Input now in a separate box
- Session Timer added in the bottom left status - counts from loading Opti dll
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5dfedd68 Lobotomize fakenvapi (FakeMichau)
Alternative titles: complete the move of low latency code out of fakenvapi
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a79c2f34 Remove non-low latency code paths (FakeMichau)
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42d61625 Fix an erroneous "potential fallback" message (FakeMichau)
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65ee5d64 Generally fix GPU detections and FSR 4 availability (FakeMichau)
Slopped. Applies to both Windows and Linux. Thanks to all for testing, there were many different edge cases
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14434bf6 Improved FFX version count (TheRazerMD)
Fixes HZD Remastered crash on boot
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e0a48594 We add bugs to later have something to fix (FakeMichau)
Slopped.
Nightly Build nightly-20261022
Changes in the Last 24 Hours
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fa44a4a8 Fix Vulkan RDR2 Reflex and FSRFG crashes (FakeMichau)
Slopped. There might still be an issue with motion vectors
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d8aebe45 Improve auto model selection for FSR 4 (FakeMichau)
Slopped.
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03e6ef09 Add live FSR 4 watermark toggling (FakeMichau)
Slopped.
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c2529edf Put upscaling ratio on a separate line in the overalay (FakeMichau)
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c4714282 Add upscale ratio to FPS overlay (LorenzoKy)
New FpsOverlayShowRatio option (ini + "Upscale Ratio" checkbox in the
FPS Overlay settings). When enabled, the overlay shows the current
render -> output resolution and upscale ratio, read every frame so
dynamic resolution changes are visible in real time.
"Just FPS" mode shows only the compact ratio (e.g. "60.0 | 2.00x"). -
d06f31e9 Fix DX12 menu crash on swapchains with more than 8 buffers (Michael Robles)
Size the menu's per-buffer arrays and the blur's descriptor slots for 16 back buffers, the DXGI maximum, refuse larger chains in CreateRenderTargetDx12 and skip frames with an out-of-range back buffer index.
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a8d0f0a3 Show AMD's flip meter status in the menu + ability to disable it (FakeMichau)
Slopped.
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0778a100 Fix vsync in FSRFG on Vulkan (FakeMichau)
Slopped.
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223cf6b1 Fix MVs in Enshrouded (FakeMichau)
By dmitsuki on discord
Nightly Build nightly-20261021
Changes in the Last 24 Hours
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33e434ed Allow for FSR4 Swapchain upgrades in Dx12 (FakeMichau)
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9df512d6 Add a Dynamic resolution scaling (DRS) init flag and passthrough (FakeMichau)
Slopped. When enabled prevents FSR 4 from rebuilding its pipelines on resolution changes.
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62887bf6 Workaround for a buggy FSR4 VK pipeline handling (FakeMichau)
Slopped. Fixes crashes that can happen after a few model rebuilds. Should be removed when AMD fixes this.
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824a7b79 Hide FSR4 FG if the GPU doesn't support it (FakeMichau)
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b686ef4b Add FSR4 upscaling and FSR4FG support for Vulkan + 4.1.2 model selection (FakeMichau)
Slopped. Please update to at least 26.10.1 first. Thanks to asty for the Linux fix #invalidVulkan
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b543eb15 Stability improvements around vulkan FG (FakeMichau)
Slopped
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fb188a5b Added and applied SimulateWaitableObject quirk for CONTROL Resonant (TheRazerMD)
Fixes the freeze on Remedy logo with DLSSG inputs, with disabled DLSS-FG in game settings
Nightly Build nightly-20261020
Changes in the Last 24 Hours
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c4668477 Refactor Vulkan extensions handling (#1161) (Asty)
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Refactor Vulkan device feature handling
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more cleanup and reworks
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upgrade EXT buffer to KDR buffer when possible
for rdr2, since desc buffers dont work with EXT version of it, hopefulyl doesnt implode things
- rebase fixes
Co-authored-by: Michał Lewandowski 49685661+FakeMichau@users.noreply.github.com
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b48fcb0d Ensure that ALLOW_TEARING is applied on swapchain resize with DLSSG (FakeMichau)
Slopped. FIxes a crash in BeamNG with DLSSG Dx12 output on resize
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18d4d2e4 Fix DA sharpness filters crashing on Dx12 in BeamNG (FakeMichau)
Slopped. Thanks to biri for reporting
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737a21d5 Allow multiple Vk w/Dx12 upscalers at the same time (FakeMichau)
Slopped. Fixes splitscreen in BeamNG
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6fd35737 Quirk for BeamNG (FakeMichau)
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c2e44a8b Avoid logging errors when no low latency tech is being used (FakeMichau)
Closes #1226
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b35346e9 Adjust the menu for dynamic xefg (FakeMichau)
Slopped.
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071bb0a6 Add Use target as cap and nearest rounding without a cap to Dynamic MFG (Michael Robles)
- When nothing caps the presented frame rate (no FPS limit at or near the
target, not held at the refresh rate or by a limiter elsewhere), pick the
multiplier expected to land nearest the target. Up picks the lowest at or
above it, Down the highest at or below it. The rounding band still decides
under an FPS limit or V-Sync. - TargetAsCapDMFG ("Use target as cap"): while Dynamic MFG runs, its target
is also the FPS limit on every limiter path (FrameLimit::targetFps). Its own
controller (XeFG_DynamicCap.h) holds the target: any shortfall steps up,
no rounding band, no 1X. - FrameLimit::sleep spaces real frames by count + 1 presented intervals
instead of 2, so the limit holds at 3X and up and at 1X.
- When nothing caps the presented frame rate (no FPS limit at or near the
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b7536f77 Add Dynamic MFG for the XeFG output (Michael Robles)
Picks XeFG's interpolated frame count every real frame so the presented
frame rate follows a target, up to the Frame Gen setting. The count wanted
is target / real frame rate - 1 with down / nearest / up rounding and 0.8
counts of hysteresis. Steps down use the real frame rate the game could
reach without the time it waited in OptiScaler (low latency or FPS limiter
sleep and the present call) plus the learned cost of one generated frame.
Failed steps down back off per step, an up step that doesn't raise the
frame rate enough is taken back, and 1X switches frame generation off with
xefgSwapChainSetEnabled while XeFG keeps its count.New [XeFG] options: DynamicMFG, FramerateTargetDMFG, RoundingDMFG and
DynamicAllow1X, with menu controls next to the Frame Gen slider.
Nightly Build nightly-20261019
Changes in the Last 24 Hours
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1db5042a Prevent a crash with DLSSG Vk on Linux (FakeMichau)
Slopped by Val.
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37c40ef7 Rework FSR 4 Driver dll handling + Live model switching (FakeMichau)
Slopped. Major change of all the fsr4 related code. No more pattern matching so should be less annoying over time. Config slightly changed. Live model switching between fp8 and int8 on supported fsr4 builds. This rework also fixes fsr 4.0.0 and 4.0.1 not working.
The fsr4 provided by the driver dll should always be shown in the menu, it's the version with an asterisk. You can test any fsr4 version just by placing a correct amdxcffx64 in the OptiScaler folder.
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ede3ae39 Prevent unloading of proxy modules (cdozdil)
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88d58535 Fix another ordering issue at swapchain release (cdozdil)
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98608d63 Corrected the order of oldSwapChain assign (cdozdil)
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e3d24c7e Small DLSSG changes to help with debugging (FakeMichau)
Nightly Build nightly-20261018
Changes in the Last 24 Hours
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babf1d6c Fix Vulkan FG framerate calculation (cdozdil)
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ce2455e6 fix clang, again (cdozdil)
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d69f1637 Fix upscaler tima calculation when FG is active (cdozdil)
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edd528c5 Use Dx12 upscaler time as a fallback for w/Dx12 upscalers (cdozdil)
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d9b62110 Fix for RDR2 Vk w/Dx12 issue (cdozdil)
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46e1dd3d Fix hudfix dx12 after a window resize (FakeMichau)
Slopped.
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73deae91 Attempt to lower VRAM usage (FakeMichau)
Slopped. It touches a lot of stuff. I'm expecting some issues but haven't noticed any in my testing.
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a54a6dda clang fix... (cdozdil)
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c552b5cd Added auto AgilitySDK enabling logic for W10 (cdozdil)
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333778c6 Stabilize Vk Hudfix limit values (FakeMichau)
Slopped. Previously you mightve needed to use different values with different upscalers.
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7c2b6384 Reprojection for Vulkan (FakeMichau)
Slopped. Probably mainly for doom the dark ages but I only tested indiana jones.
Nightly Build nightly-20261017
Changes in the Last 24 Hours
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1be9b796 FG Toggle shortcut now applied properly for Nvngx outputs (TheRazerMD)
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21d94505 Fixed missing Nukems Vulkan FG status (TheRazerMD)
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138aa47d Ignore DLSS resources for FG in Arknights (FakeMichau)
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aafa1e41 Resource flip for OptiFG Vk (FakeMichau)
Slopped. For Unity ofc.
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dcfc8655 Fix FPS reporting with DLSSG Vk (FakeMichau)
Slopped. No longer 10k fps for you.
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36115d63 Reprojection cache, 3rd person detection and new fill mode. (FakeMichau)
Slopped. Some stuff is inspired by xPoiler's Reshade-Asynchronous-Reprojection that's licensed under GPLv3.
The 3rd person camera detection might not be 100% accurate so there is a toggle to just disable it. Worked well enough in cyberpunk.
The idea behind the cache is to store what was seen for that part of the image previosuly and try to use it for fill. -
ac9a961f Fix up DLSS and XeSS version display in the menu (FakeMichau)
Slopped. Also Linux detection is now on the help menu