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Frame Generation Options

TheRazerMD edited this page Feb 2, 2026 · 10 revisions

FG Source and FG Output

With the release of OptiScaler 0.9, the FG section has received a major rewrite/revamp in order to expand support for different tech. This section will try explaining each setting and recommended use cases.

Both FG Source and FG Output now must be selected in order for FG to work!

Note

  • Added enable/disable FG shortcut key - default is End (customisable, Keybinds in Overlay, FGShortcutKey in INI)
  • Some options aren't supported and may be implemented down the line (e.g. XeFG as FG Source, DLSSG as FG Output)
  • OptiScaler now comes bundled with latest Fakenvapi and Nukems dlssg-to-fsr3

FGsource_and_output


FG Source - the native FG which the game supports

FGSources

Tip

  • DLSSG via SL FG Source is recommended, then FSR-FG/Nukems and ultimately OptiFG/Upscaler as a final resort
  • Always best to use native FG inputs if the game already supports FG!
  • OptiFG/Upscaler should only be used for games without any FG support
  • DLSS-FG will be greyed out in game options unless you select DLSSG via SL or Nukems!

DLSSG via Streamline inputs

  • Only supports DX12 and Streamline 2+ games, otherwise tooltip warns about unsupported version
    • Doesn't support a small number of old SL1 games - e.g. The Witcher 3, Dying Light 2, A Plague Tale Requiem, Returnal, Marvel's Midnight Suns
  • Required to enable DLSS-FG in the game and then tick (FG) Active in Opti's overlay
  • A solution similar to our own version of Nukem’s mod, designed to be more versatile and forward-looking, with some trade-offs in legacy compatibility
    • Uses native swapchains for frame pacing, instead of SL one like Nukems

Nukem's DLSSG

  • Supports DX12 and Vulkan, locked to FSR3-FG, doesn't support anything else
    • Selecting automatically locks FG Output to FSR3-FG via Nukem's
  • Requires DLSS FG activated in-game

FSR 3.1/FSR3.0 FG Sources

  • Also a new addition in Opti 0.9 for games that have native FSR3.1/FSR3.0 FG
  • Requires FSR-FG enabled in game settings and then tick (FG) Active in Opti's overlay

OptiFG (Upscaler)

  • Previously only supported FSR3-FG, now also supports XeFG, in addition to FSR4-FG
  • Since OptiFG doesn't have access to the HUDless resource, depending on the used FG Output, HUD will have artifacting
  • Unlike FSR3 FG, XeFG/FSR4-FG deal with the HUD variably well (might not even require HUDfix), while FSR3-FG always requires HUDfix
    • Show Detected UI option can be used to verify if HUDfix limit is correctly marking only the UI or extra stuff too
  • Enabled by ticking (FG) Active in Opti's overlay
  • More specific OptiFG info located here - OptiFG

Note

OptiFG/Upscaler should only be used for games without any FG support, or as a last resort if native FG inputs are busted


FG Output - what you select in OptiScaler and want to use

FGOutputs

FSR3-FG via Nukem's

  • Reserved for Nukem's DLSSG FG Source
    • Selecting automatically locks FG Source to Nukem's DLSSG

FSR FG

  • Depending on your GPU, activates either FSR4-FG or FSR3-FG
    • RDNA4 automatically uses FSR4-FG, while other GPUs are limited to FSR3-FG

XeFG

  • Works on all GPUs with DP4a support
    • Intel Arc uses the XMX model, while other GPUs use the general DP4a model
  • XeMFG support is currently limited to Intel Arc only!
  • XeFG has some special requirements, so please read the

Example use cases


XeFG requirements

  • XeFG doesn't work in exclusive fullscreen! Make sure you are using borderless window. No Vulkan support either!
  • Do not use RTSS with Reflex injection when using XeFG!
  • Easiest way to verify XeFG is working:
    • Debug view shows pink vertical lines
    • FPS jump + the frametimes will be doubled/thicker (but should be flat) - Intel's own Flip Metering equivalent
  • Due to how XeFG works, you might need to activate XeFG once and then restart the game for all settings to apply.
  • For Unreal Engine games, in-game XeSS is not a valid upscaler input! (no depth provided)
  • For Unreal Engine games, when trying to use OptiFG(Upscaler) FG inputs with DLSS inputs selected in-game, please **disable dilated motion vectors **
    • Edit game's Engine.ini and add the command below, requires a free line space from last text (check PCGW for config file location)
    • if the Engine.ini doesn't exist, you'll have to create it and possibly make it Read-Only if the game deletes it on boot or doesn't work in general
[SystemSettings]
r.NGX.DLSS.DilateMotionVectors=0

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.

  • If you have an issue where enabling XeFG (or maybe any FG) results in lower framerate than pre-FG, and you have HAGS ON, try disabling HAGS in System Settings - Display - Graphics - Advanced Graphics (requires restart).

    • HAGS = Hardware-accelerated GPU scheduling
    • This fixed an issue with XeFG in Hitman 3.
  • DO NOT USE Anti-Lag 1 from Adrenaline with XeFG!

  • DO NOT USE Enhanced Sync from Adrenaline with XeFG!

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