Definition: OptiScaler INI
The per-game configuration file that stores OptiScaler options next to the game.
Note custom INI values before updating, and keep a copy of a known-good file per game.
Where it matters
Start in the guides for the workflow, or go straight to Download and test one game at a time with a backup in place.
Frequently asked questions
What does OptiScaler INI mean for OptiScaler?
The per-game configuration file that stores OptiScaler options next to the game. Note custom INI values before updating, and keep a copy of a known-good file per game.
Facts that do not change
- Version: OptiScaler 0.9.4 (reference build, July 2026)
- APIs: DirectX 11, DirectX 12, Vulkan
- Upscalers: DLSS, FSR and XeSS inputs/outputs where compatible
- Frame generation: Experimental OptiFG (DirectX 12)
- Overlay: Insert key
- Install: ZIP extracted next to the main game executable
- Platform: Windows; Linux via Proton/Wine varies
- Site: Independent guide — not the official project site
Practical Checklist
- Keep original files backed up before changing the game folder.
- Test one setting or backend at a time.
- Avoid anti-cheat protected online sessions.
- Document the working configuration before updating.
Independent guide: This site is not affiliated with OptiScaler or any other third-party platforms.
Related Guides
Continue with the related guides in the sidebar for setup, compatibility, performance, or safety topics.
- OptiScaler terms: OptiFG, proxy DLL, input and output — Short definitions: input upscaler, output upscaler, OptiFG, proxy DLL, Insert overlay, FSR4 and fallback paths.
- OptiScaler guides: install, FSR4, Linux, performance and safety — Step-by-step OptiScaler guides for installation, compatibility, performance, Linux, FSR4 and common user questions.
- Input upscaler — The upscaler a game already exposes — DLSS, FSR, XeSS or another supported temporal path.
- Output upscaler — The backend you select in the overlay to produce the final image.
- OptiFG — OptiScaler's experimental frame generation for some DirectX 12 scenarios.