OptiFG - TheRazerMD/OptiScaler GitHub Wiki

OptiFG (powered by FSR3 FG) + HUDfix (experimental HUD ghosting fix)

  • OptiFG was added with v0.7
  • Only supported in DX12
  • Experimental way of adding FSR3-FG to games without native Frame Generation, can also be used as a last case scenario if native FG is not working properly
  • Since FSR3-FG doesn't support HUD interpolation, it requires a HUDless resource to avoid HUD ghosting/garbling. In games without native FG, Optiscaler tries finding the HUDless resource when the user enables HUDfix.
  • Depending on how the game draws its UI/HUD, Optiscaler may or may not be successful in finding the HUDless resource.

[!WARNING] Since OptiFG is not a "native" solution and is hacking-in/forcing FSR FG, you can expect issues such as games hanging when exiting, game crashing on boot, game crashing after toggling FG Active, crashing after a while of using OptiFG, not all things getting interpolated properly... OptiFG has gone through many modifications, but due to its experimental nature, it will always be possibly crash-prone. But when it works, it works.


[!TIP] 0. Before starting with OptiFG, please check the OptiFG HUDfix incompatible games list where OptiFG won't work properly without HUD ghosting.

1. To enable OptiFG, set FGType=optifg in Optiscaler.ini

2. After selecting the desired upscaler in Opti Overlay, enable FG Activate and FG Debug View - should look like this
Notice how all of the fields are active, except the bottom right (HUDless resource).
FG Debug View fields legend if interested - link

3. Now enable FG HUD Fix - All of the debug view fields need to be active now, but the main focus are the bottom 2 images. The goal - find the appropriate limit where the bottom middle and bottom right images look completely same, BUT the bottom middle one must not have UI/HUD. Examples are screenshot 1 or screenshot 2.
Limit is usually in single digits (1-9). Unreal Engine games generally work the best with OptiFG.

[!IMPORTANT] If there are missing fields, or the bottom 2 images are not the same, or the bottom middle has UI, OptiFG will not work properly - FSR-FG will either not work, or will duplicate frames.
More examples of working and not working limits are listed at the end.

[!NOTE] While FG Debug View is active, it will always show the base/real FPS (meaning half of FG). Only after disabling FG Debug View, the overlay will report post-FG fake frames. Optiscaler's performance overlay can always be invoked with Page Up.

4. If you've managed to correctly set up HUDfix, you can also try enabling FG Async for extra performance. Note - toggling FG Async while FG is active might cause crashes, in those cases try enabling it before enabling FG Active.

5. If HUD fix limit isn't able to find the correct images, you can try using FG Immediate Capture and FG Extended with Limit. Previous rule of FG Debug View Fields still stands.

6. FG Scale Depth to fix DLSS RR - specific setting for DLSS (4) games when using DLSS Ray Reconstruction along with OptiFG. New DLSS dlls (310+) have introduced some issues where OptiFG can't properly detect depth and interpolation doesn't work properly. Enable this option if the top middle field (green depth) is missing outlines and is solid green.


Examples of properly working HUDfix

Examples of incorrect HUDfix values

In these examples, you can see how the bottom middle has different issues - wrong colours, different tonemapping, incorrect textures. All of which renders FSR-FG unuseable. Sometimes these issues can be worked around by using default brightness/gama, disabling HDR, but for a sizeable number of games nothing worked so far, and are listed on the HUDfix incompatible games list.