If you can't open in-game menu:
- Please check that you have enabled DLSS, XeSS or FSR from game options
- If using legacy installation, please try opening menu while you are in-game (while 3D rendering is happening)
- If you are using RTSS (MSI Afterburner, CapFrameX) please enable this setting of RTSS and try updating RTSS.
- Some games do not release mouse control, kayboard & gamepad controls should still work in these situations.
- On some system and game combinations, opening the old in-game menu may cause the game to crash or cause graphical corruption (especially in Unreal Engine 5 games).
- Changing settings mostly tested but might cause crashes (especially changing backends or reinitializing backends).
- In games that use Unity Engine legacy in-game menu will be upside down.
This implementations uses a background DirectX12 device to be able to use Dirext12 only upscalers. There is %10-15 performance penalty for this method but allows much more upscaler options.
Sometimes games exposure texture format is not recognized by upscalers. Most of the time manifests itself as crushed colors (especially in dark areas).
In most cases, enabling AutoExposure=true
in OptiScaler.ini
or selecting Auto Exposure
in Init Parameters
from the in-game menu should fix these issues.
The Unreal Engine DLSS plugin is known to send DLSS resources in the wrong state. Normally OptiScaler checks engine info from NVSDK and automatically enables necessary fixes for Unreal Engine games, but some games do not report engine info correctly. This problem usually manifests itself as colored areas at the bottom of the screen.
Workaround is to set ColorResourceBarrier=4
from OptiScaler.ini
or select RENDER_TARGET
for Color
at Resource Barriers (Dx12)
from the in-game menu.
Some users have reported that when using XeSS upscaler backend, the result is a black/garbled screen with UI or crashes (in Guardins of the Galaxy for example). In some cases downloading the latest version of DirectX Shader Compiler and extracting dxcompiler.dll
, dxil.dll
from bin\x64\
next to the game exe file resolved this issue.
XeSS 1.1 has the best compatibility with Minecraft RTX. But I've seen reports that with various launchers it's possible to use 1.2 and above as well.
If you are using OptiScaler with Linux and you have problems with RCAS
, Reactive Mask Bias
or Output Scaling
, you will probably notice this message in your logs.
CompileShader error compiling shader : <anonymous>:83:26: E5005: Function "rcp" is not defined.
To solve this problem you can use Precompiled Shaders
option from menu or install d3dcompiler_47
with WineTricks
/ProtonTricks
. OptiScaler uses custom shaders for these features and depends on this compiler file to compile these shaders at runtime.
- In general XeSS is heavier than FSR for GPUs so it's expected to be have lower performance even on Intel Arc GPUs.
- As a result of spoofing the Nvidia card to enable DLSS some games would use an Nvidia-optimized codepath which may result in lower performance on other GPUs.
Sometimes games would set the wrong DisplayResolution
init flag, resulting in excessive motion blur. Setting or resetting DisplayResolution
would help resolve this issue.
As mentioned above, spoofing an Nvidia card can cause games to use special codepaths that can cause graphichal corruptions. If possible disable spoofing and use FSR or XeSS inputs on these situations.
- And crashes, especially when raytracing is enabled.