Known Issues - TheRazerMD/OptiScaler GitHub Wiki
- In-Game Menu
- Steam Input and Overlays Disabled
- Resource Barriers
- Exposure Texture
- XeSS issues
- Intel Arc spoofing issues
- Performance Issues
- Display Resolution Motion Vectors
- Graphical Corruption and Crashes
- Shader Compilation error on Linux
- DirectX 11 with DirectX 12 Upscalers
- Legacy In-game Menu
- If you are using RTSS (MSI Afterburner, CapFrameX), please enable Use MS Detours API hooking in RTSS Setup/Settings (and try updating RTSS also if possible).

Tip
- If Opti overlay is instantly disappearing after trying Insert a few times, maybe try
Alt + Insert(reported workaround for alternate keyboard layouts). - For some games (e.g. Dying Light 2), mouse doesn't work in the overlay, so keyboard navigation is required - Arrow keys, Tab and Space
- Sometimes pressing Esc to pause the game unlocks the mouse input in the overlay
Note
IMPORTANT NOTES
- Due to compatibility issues, Optiscaler automatically disables overlays when OptiFG is enabled (Steam, RTSS, Ubisoft, EA App, Overwolf).
- This seems to include Steam Input, which gets blocked too which can mess with controller layouts. If you're having issues with your controller, try setting
DisableOverlays=falseinOptiscaler.ini.
- 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 or dark/black blocks at top right corner of the screen.
Click here for screenshot examples

Deep Rock Galactic

Ghostrunner 2
Note
Workaround is to set ColorResourceBarrier=4 from OptiScaler.ini or select RENDER_TARGET for Color at Resource Barriers (Dx12) from the in-game menu.
- Sometimes games exposure texture format is not recognized by upscalers.
- Most of the time manifests itself as crushed colors (especially in dark areas) or white screens instead of normal rendering with XeSS (like Jedi Survivor).
Click here for screenshot examples

Shadow of the Tomb Raider
Note
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.
- Some users have reported that when using XeSS upscaler backend, the result is a black/garbled screen with UI or crashes (in Guardians of the Galaxy e.g.).
Note
- Try turning on Auto Exposure if it's disabled as some games require AE enabled for XeSS to work properly.
- If the game crashes with XeSS, or performance degrades over time (e.g. GTX 1600 series, example), please try setting these options in
OptiScaler.ini
; Building pipeline for XeSS before init
; true or false - Default (auto) is true
BuildPipelines=false
; Creating heap objects for XeSS before init
; true or false - Default (auto) is false
CreateHeaps=false- OUTDATED WITH NEWER XESS - In some cases downloading the latest version of DirectX Shader Compiler and extracting
dxcompiler.dll,dxil.dllfrombin\x64\next to the game exe file resolved this issue.
- Intel Arc GPUs seem to present weird colour "rainbow" artifacts in some games when spoofing to Nvidia (e.g. Robocop Rogue City, STALKER 2).
- Also check below for more UE5 issues
Click here for screenshot examples

Note
Solution
- Either disable spoofing with
Dxgi=falsein OptiScaler.ini and use FSR or XeSS inputs - Or use OptiPatcher if that game is supported
- 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 to an Nvidia card to enable DLSS, some games would use an Nvidia-optimized codepath which may result in lower performance on other GPUs.
- AMD/Intel users can always take a look at OptiPatcher - an ASI Plugin for OptiScaler for exposing DLSS/DLSS-FG inputs without spoofing in supported games.
- Sometimes games would set the wrong
DisplayResolutioninit flag, resulting in excessive motion blur. - Setting or resetting
DisplayResolutionwould help resolve this issue.
Click here for screenshot examples

Deep Rock Galactic
- As mentioned above, spoofing an Nvidia card can cause games to use special codepaths that can cause graphichal corruptions.
- Screenshot below is from a pre-UE 5.3 game where these blue texture corruptions used to be seen - The Talos Principle 2, Black Myth Wukong, Ranch Simulator...
Note
- If possible disable spoofing and use FSR or XeSS inputs on these situations, or use OptiPatcher on supported games.
Click here for screenshot examples

Talos Principle 2
- And crashes, especially when raytracing is enabled.
- If you are using OptiScaler with Linux and you have problems with
RCAS,Reactive Mask BiasorOutput Scaling, you will probably notice this message in your logs.
CompileShader error compiling shader : <anonymous>:83:26: E5005: Function "rcp" is not defined.
Note
- To solve this problem you can use
Precompiled Shadersoption from menu or installd3dcompiler_47withWineTricks/ProtonTricks. OptiScaler uses custom shaders for these features and depends on this compiler file to compile these shaders at runtime.
- These implementations use a background DirectX 12 device (D3D11on12) to be able to use DirectX 12-only upscalers. There is an up-to 10-15% performance penalty for this method, but allows many more upscaler options.
-
Please try opening menu while you are in-game (while 3D rendering is happening)
-
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).
Click here for screenshot examples

Banishers: Ghosts of New Eden
- In games that use Unity Engine, legacy in-game menu will be upside down.
Click here for screenshot examples

Sons of Forest