| Age | Commit message (Collapse) | Author |
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Switches from the pinned v0.30 build to the rolling release snapshot
(base v0.39, commit 3c4a858, built 2026-04-17).
Notable additions over v0.30:
- Clair Obscur: Expedition 33, Oblivion Remastered, Mafia The Old Country
- South of Midnight, ROMEO, Windrose, Super Meat Boy 3D
- Soulstice, Star Trek Voyager, Samson, VOID/BREAKER fixes
- I Am Jesus Christ, Half Sword, Bellwright, Deadzone Rogue
- ~80 additional game entries total vs v0.30
Rolling build is pinned at a verified sha256 on the bleeding-edge repo
so the Decky CLI remote_binary download has a stable URL.
sha256: 88b9e1be3559737cd205fdf5f2c8550cf1923fb1def4c603e5bf03c3e84131b1
source: https://github.com/optiscaler/OptiPatcher/releases/tag/rolling
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The release tag is v0.9.0, not v0.9. The previous commit (7fb070e)
updated the sha256 to match the 9-byte 404 response body returned by
the /v0.9/ URL rather than the actual archive, so the Decky CLI was
validating a 'Not Found' stub and bundling it. This caused a
completely non-functional plugin that silently failed to extract
OptiScaler at install time.
Fix:
- URL: .../v0.9/... -> .../v0.9.0/...
- hash: 0019dfc4... (sha256 of 404 body) -> a988ce2c... (sha256 of real archive)
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The nvngx.dll bundled from the OptiScaler v0.7.8-pre0 nightly was the
real NVIDIA DLSS 3.10.3 production runtime (47 MB). Inspection of its
PE export table showed it is missing 18 NVSDK_NGX_* symbols introduced
in DLSS SDK 3.1+ that every modern DLSS-enabled title calls at init:
NVSDK_NGX_D3D12_AllocateParameters / DestroyParameters
NVSDK_NGX_D3D12_GetCapabilityParameters / GetParameters
NVSDK_NGX_D3D12_Init_with_ProjectID / Init_ProjectID
NVSDK_NGX_UpdateFeature
(plus D3D11 and Vulkan equivalents)
OptiScaler 0.9.0-final's own NGX proxy layer exports all of these and
handles all NGX interception internally. Shipping the bare NVIDIA DLL
alongside it caused export-not-found failures on Proton when any code
path bypassed OptiScaler's hooks and resolved directly against the file.
The OptiScaler 0.9.0-final release notes also explicitly advise Linux
users to delete nvngx.dll when upgrading.
Changes:
- package.json: remove nvngx.dll from remote_binary download list
- main.py SUPPORT_FILES: remove nvngx.dll (no longer staged to fgmod/)
- main.py extract_static_optiscaler: remove nvngx.dll from additional_files;
add explanatory comment for future reference
- main.py check_fgmod_path: remove nvngx.dll from required-file check
- fgmod.sh: remove the cp line that deployed nvngx.dll into game dirs
nvngx.dll is intentionally kept in INJECTOR_FILENAMES (main.py) and in
the fgmod.sh pre-patch rm and fgmod-uninstaller.sh cleanup so that any
copy placed by a previous plugin version is swept from game directories
on the next patch or uninstall.
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feat: AppID-based patch/unpatch with multi-library Steam discovery and marker tracking
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Opti 090 final
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Expose the proxy DLL rename as a user-selectable option across all
injection paths. Previously hardcoded to dxgi.dll with no way to
change it short of manually prepending DLL=<name> to the Steam launch
option.
src/utils/constants.ts
- Add PROXY_DLL_OPTIONS (7 entries matching _create_renamed_copies)
each with a label and one-line hint
- Add DEFAULT_PROXY_DLL constant (dxgi.dll) and ProxyDllValue type
src/api/index.ts
- runManualPatch now takes [directory, dll_name] so the chosen name
reaches the backend
src/components/OptiScalerControls.tsx
- Own dllName state (default: dxgi.dll)
- Render a DropdownItem (visible when installed) showing the 7 options
with the selected option's hint as the description
- Pass dllName down to both ClipboardCommands and ManualPatchControls
src/components/ClipboardCommands.tsx
- Accept dllName prop
- Patch command is plain ~/fgmod/fgmod %command% for the default;
prefixed DLL=<name> ~/fgmod/fgmod %command% for any other choice
src/components/CustomPathOverride.tsx
- Accept dllName prop
- Pass it to runManualPatch
- Manual launch cmd clipboard button builds
WINEDLLOVERRIDES="<stem>=n,b" dynamically; emits bare
SteamDeck=0 %command% for OptiScaler.asi (ASI loader path needs no
Wine DLL override)
main.py
- Add VALID_DLL_NAMES set (whitelist matching the renames dir)
- manual_patch_directory validates dll_name against the whitelist and
returns an error for unknown values
- _manual_patch_directory_impl accepts dll_name param; removes the
hardcoded "dxgi.dll" line
defaults/assets/fgmod.sh
- Fix longstanding bug: WINEDLLOVERRIDES was hardcoded to dxgi=n,b
regardless of the DLL= env var selection. Now derives the stem from
$dll_name and skips the override entirely for .asi files.
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Already-patched games have OptiScaler.ini entries using the old FGType
key (e.g. FGType=nukems). The v0.9-final DLL no longer recognises
FGType and silently falls back to nofg, breaking frame gen without any
error.
Add _migrate_optiscaler_ini() in main.py which:
- detects FGType=<value> in a per-game INI
- if FGInput is absent: replaces the single FGType line with both
FGInput=<value> and FGOutput=<value>
- if FGInput is already present (INI already migrated): just drops the
stale FGType line
- is a no-op when FGType is not present (fresh installs, already
migrated)
Call the migration from _manual_patch_directory_impl immediately before
_disable_hq_font_auto so any re-patch via the GUI heals the INI.
Mirror the same logic in fgmod.sh so that games using the launch
wrapper are migrated automatically on the very next launch, with no
manual re-patch required.
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- package.json: point remote_binary at official optiscaler/OptiScaler
v0.9 release (Optiscaler_0.9.0-final.20260401._AF.7z) with updated
sha256 hash; drop staging-repo pre11 URL
- main.py (_modify_optiscaler_ini): FGType was split into FGInput +
FGOutput in the final release INI; replace the old FGType=nukems
substitution with FGInput=nukems and FGOutput=nukems so defaults are
actually applied
- main.py (_manual_patch_directory_impl): copy D3D12_Optiscaler/
directory to the game folder (OptiScaler.ini explicitly requires it
next to the exe for FSR4/FidelityFX DX12 path)
- main.py (_manual_unpatch_directory_impl): remove D3D12_Optiscaler/
directory when cleaning a game folder
- fgmod.sh: cp -r D3D12_Optiscaler/ to game folder during launch-time
install, matching the per-game patch behaviour above
- Scrub stale pre3/pre4/pre11 references from comments throughout
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# Conflicts:
# defaults/assets/fgmod.sh
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Fix Steam process tracking - remove exec and filter -- separators
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Wurielle/fix/uninstaller-causing-game-file-corruption
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Steam process tracking requires:
1. Remove 'exec' from command execution (use direct call)
2. Filter out leading -- separators from launch options
3. Add trailing space to sed command (Lutris fix)
Applied to defaults/assets/fgmod.sh
Credit: https://github.com/benjamimgois/goverlay/commit/72d38b10a7710e628fef731eb4f9f335a4d80bd2
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bump version and opti 9 pre 6
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initial path override ui and be
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