Open Source Project Profile

About OptiScaler

OptiScaler is an open-source, highly customizable middleware proxy library designed to run at the rendering level of PC games. It translates game-level upscaler calls and reroutes them to user-selected target upscalers and frame generation backends.

How OptiScaler Operates

Rather than editing game binaries directly or executing external overlays that inject lag, OptiScaler acts as a native proxy library inside the game's executable path.

Interception Layer

Proxy Wrapper Hooking

By renaming OptiScaler to a common graphics API DLL name (like dxgi.dll or d3d12.dll) and placing it next to the game executable, the local file is loaded with higher execution priority than system folders. OptiScaler captures device initialization and hooks system handles using Microsoft Detours.

Data Translation

Parameter & Context Translation

OptiScaler captures rendering assets from the engine queue—including color buffers, camera jitter offsets, exposure textures, sub-pixel depth buffers, and temporal motion vectors. It normalizes these coordinate structures in RAM and packs them into the target API formats (AMD FSR 4, XeSS, or custom DLSS models).

API Translation Pipeline Flow

01. Engine Call Game engine requests DLSS/XeSS
02. Proxy Intercept dxgi.dll wrapper captures parameters
03. Core Translator detours hooks parse buffer math
04. target execution executes FSR 4.1 or XeSS 3.0
Compatibility Tweaks

GPU Spoofing & Memory Patching

To display restricted upscaling options in menus, many modern games inspect hardware specifications via DXGI adapter queries. OptiScaler intercepts these queries:

  • DXGI Adapter Spoofing: Overwrites adapter structures with NVIDIA Vendor IDs (0x10DE) and RTX device signatures (like the RTX 4090/3090) to force DLSS toggles.
  • Vulkan Spoofing: Hooks Vulkan physical device properties to expose NVIDIA extensions, bypassing menu blocks.
  • OptiPatcher Memory Patching: In titles where DXGI spoofing triggers crashes (e.g. Unreal Engine 5 projects), OptiPatcher scans the game's RAM at boot and patches check instructions directly, bypassing locks safely.
Pacing Backends

Frame Generation Routing

OptiScaler supports four discrete frame pacing routes:

  • Streamline Integration: Hooks Streamline SDK inputs, routing DLSSG triggers to FSR3 pacing layers.
  • Nukem's Module Wrapper: Auto-initializes Nukem's standalone dlssg-to-fsr3 module directly.
  • OptiFG (Experimental): Injects frame interpolation directly at the swapchain presentation layer (Present) for DX12 games that lack native Frame Gen toggles.
  • FSR4 / XeFG Native Pathways: Direct translation pipelines mapping frame resources to Intel's XeFG and AMD's FSR4 ML-FG engines.

The Core Project Team

OptiScaler is maintained by a highly active open-source community under Nitec's leadership.

Founder & Lead Developer

@cdozdil (Nitec)

Lead architect of OptiScaler. Nitec coordinates development, drafts core releases, and programs the graphics swapchains, HDR tone mapping, in-game ImGui overlay system, and context translation logic.

GitHub ☕ Donate
Co-Maintainer & Developer

@FakeMichau

Lead developer of FakeNVAPI (bundled with OptiScaler). Contributed heavily to the Vulkan Spoofing, extensions wrapping, RDNA3 device profiles, anti-cheat threat prevention layers, and modern FSR4-FG system mapping.

GitHub FakeNVAPI Project
Release Coordinator & QA

@TheRazerMD

Coordinates releases and manual testing logs. Developer of the automated installation batch scripts (setup.bat), curator of the compatibility list game configurations, tooltips writer, and QA database manager.

GitHub Latest Release Logs

Additional Code & Documentation Credits

@PotatoOfDoom

Developed CyberFSR2, proving translation logic.

@Artur

Creator of DLSS Enabler; assisted with NVNGX API paths.

@Nukem9

Developer of dlssg-to-fsr3, bundled natively.

@LukeFZ

Early Frame Gen modding technical insights.

@QM

Leading QA coordinator and compatibility tester.

@Astyyyyy

Fixed FSR 4 watermark buffer code.

@realdody

Contributed to the setup.bat installer script.

@RafaelHGOliveira

Focused on Linux Proton overrides development.

@Louloubiwan

Coded the in-game anti-cheat alert GUI.

Project Milestones

The project has evolved through several key milestones since its initial launch.

2024

v0.4.x - Foundations

Core translation layers mature. Demonstration of upscaler translation. Introduced Contrast Adaptive Sharpening (RCAS) and temporal inputs processing algorithms.

Early 2025

v0.7.x - Frame Generation Introduction

Added initial support for OptiFG, introducing experimental swapchain-level Frame Generation for games that lack native Frame Gen toggles. Added built-in Unreal Engine quirks compatibility list.

April 2026

v0.9.0 - Major Refactoring & FSR 4.1

Fully rewrote the Frame Gen settings backend. Bundled FakeNVAPI and Nukem's dlssg-to-fsr3 module directly. Integrated official AMD FFX 2.2 SDK, unlocking native FSR 4.1 upscaling and ML-FG capabilities for RDNA 4.

June 2026 - Current Build

v0.9.3 - Stability & Polish

Focused on debugging the v0.9 branches. Resolved swapchain buffer resize and window handle crashes. Added manual input polling to resolve invisible overlays in Metro EE and STALKER, and fixed tone mapping burn-in under HDR modes.