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Alexandru Scurtu edited this page Apr 1, 2026 · 14 revisions

OptiFG + HUDFix (experimental HUD ghosting fix)

  • OptiFG was added with v0.7
  • Only supported in DX12
  • Experimental way of adding FG to games without native Frame Generation, can also be used as a last case scenario if native FG is not working properly
  • Previously only supported FSR3-FG, now also supports XeFG and FSR4-FG
  • Unlike FSR3 FG, XeFG/FSR4-FG deal with the HUD variably well (might not even require HUDFix), while FSR3-FG always requires HUDFix

Note


Tip

How it works?

  • Since OptiFG doesn't receive the HUDless resource, this causes HUD ghosting/garbling.
  • In games without native FG, Optiscaler tries finding the HUDless resource through upscaler inputs 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 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 will not work with XeSS inputs in Unreal Engine games (no depth provided)!
  • OptiFG has gone through many modifications, but due to its experimental nature, it will always be possibly crash-prone. But when it works, it just works™.

Note

IMPORTANT NOTES

  • Due to compatibility issues, Optiscaler automatically disables overlays when OptiFG is enabled (Steam, RTSS, Ubisoft, EA App, Overwolf).
  • It seems Steam Input also gets blocked too which can mess with controller layouts. If you're having issues with your controller, try setting DisableOverlays=false in Optiscaler.ini.
  • While RTSS doesn't get blocked, it's not recommended to have it enabled as it can increase the possibility of crashes.
  • If you want to try using RTSS (MSI Afterburner, CapFrameX), please enable Use MS Detours API hooking in RTSS Setup/Settings (and try updating RTSS also if possible).
    image

LATEST GUIDE

Tip

0. Before starting with OptiFG, please check the OptiFG HUDFix incompatible games list where OptiFG won't work properly, meaning there will be HUD ghosting or just duplicated frames.

  • For FSR3-FG, you can also use the old guide on the bottom of the page after Step 1

1. To enable OptiFG, you need to set both FG Input and FG Output

  • Either set it in the OptiScaler overlay by modifying FG Input and FG Output, press Save INI and restart the game
    • Output can be FSR-FG or XeFG

optifg overlay

  • OR set it in OptiScaler.ini by modifying FGInput and FGOutput

optifg ini

2. After setting up OptiFG and restarting the game, tick Active under Frame Generation

  • This activates selected FG, but without the HUDFix
  • In the below example, we're using a 9070XT, so FSR-FG automatically switched to FSR4-FG

optifg active

3. Now activate HUDFix and Show Detected UI

Note

  • Show Detected UI option can be used to verify if HUDFix limit is correctly marking only the UI or also marks extra stuff too.
  • HUDFix Limit is usually in single digits (1-9). Unreal Engine games generally require Limit 1 and work the best with OptiFG.

Example - Dead Island 2

  • Below you can see HUDFix and Show Detected UI enabled
  • Limit 1 is enough as UI Detection shader only paints the HUD/UI pink

optifg hudfix1

optifg hudfix2

optifg hudfix3


Tip

Same example on Dead Island 2, but with XeFG

Click here for more screenshots

optifg hudfix1
optifg hudfix2
optifg hudfix3

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 HUDFix limit isn't able to find the correct images, you can try using FG Immediate Capture and FG Extended with Limit.

  • Previous rule of Detected HUD/UI 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.
  • Try enabling this option if RR is used with OptiFG and HUD/UI still isn't detected properly.

More examples of properly detected HUD/UI

  • Lies of P
    • Using FSR3.1-FG inputs, not OptiFG, but still a useful example

Examples of incorrect HUDFix

Note

  • In these examples, you can see how the UI Detection shader paints extra stuff beyond the HUD.
  • 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.



OLD 0.7 GUIDE WITH JUST FSR3-FG

Tip

0. Before starting with OptiFG, please check the OptiFG HUDFix incompatible games list where OptiFG won't work properly, meaning there will be HUD ghosting or just duplicated frames.

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

optifg ini

2. After selecting the desired upscaler in Opti Overlay, enable FG Active and FG Debug View

  • Should look like below picture
  • Notice how all of the fields are active, except the bottom right (HUDless resource).
  • FG Debug View fields legend if interested - link

this

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.
  • 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 and cycled with Page Down, or enabled from FPS Overlay submenu.

Examples are
screenshot 1
or
screenshot 2
or
hud

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.

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.

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

Note

  • In these examples, you can see how the bottom middle field 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.

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