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Dope's Steam Machine Library 60fps@1440p

Steam Machine — 60 FPS Game Settings

Last checked: 2026-08-16 (rev: FSR4 variable overhaul, native-FSR4 promotions, anti-cheat updates, settings-table audit vs. actual in-game menus, Steam Controller input profiles)

These are starting profiles for the 2026 Valve Steam Machine with its RDNA3 GPU (28 CU, 110 W) and roughly 7.3 GB of game-visible VRAM, using GE-Proton11-5 unless a game works better without anything special.

Priorities:

  1. 60 real/base FPS first.
  2. 1440p output when it can stay close to a locked 60 without an obvious image-quality sacrifice.
  3. Fall back to 1080p before accepting sustained sub-60 gameplay.
  4. Use FSR 4.1.1+ where it is actually useful and safe.
  5. Frame generation is optional only after base FPS is already around 50–60+. Generated frames do not count as reaching the 60 FPS target.

Global baseline

  • Display: 2560×1440 @ 144 Hz + VRR/FreeSync, connected via DisplayPort (the Steam Machine's HDMI 2.0 port gets bandwidth-tight at 1440p144 with 10-bit HDR; DP 1.4 has headroom).
  • VSync: Off in-game when VRR is working.
  • Frame cap: 60 FPS for demanding/single-player games.
  • If the display has no VRR, 120 Hz is preferable for 60 FPS games because it gives exact 2:1 frame pacing.
  • Motion blur: Off.
  • Chromatic aberration / film grain: Off unless you specifically like them.
  • Keep at least a few hundred MB of VRAM headroom. If a game's meter approaches the Steam Machine's ~7.3 GB budget, lower texture quality first.

FSR 4 rules

Do not put an FSR4 upgrade variable on every game blindly. Games with a native FSR4 implementation behave worse when a replacement path is forced on top.

The decision hierarchy, simplest-correct first:

  1. Native FSR 4 in-game → use it, launch options blank, no variables.
  2. Replaceable native FSR 3.1 DLL → GE-Proton direct swap (no OptiScaler).
  3. Only DLSS/XeSS/FSR2/baked-in FSR 3.1 → GE-Proton's integrated OptiScaler.
  4. OptiScaler can't hook (mod-loader games) → manual OptiScaler + ASI loader.

Native FSR4

If the game itself exposes FSR 4 / FSR 4.1, use it directly and do not add any upgrade variable. GE-Proton 11.x auto-provides the amdxcffx64 DLL for native FSR4 titles.

GE-Proton FSR 3.1 → FSR4 replacement (direct swap)

For games that use a replaceable FSR 3.1 DLL and do not already expose native FSR4:

PROTON_FSR4_UPGRADE="4.1.1" %command%

Always pin the version explicitly on this machine. PROTON_FSR4_RDNA3_UPGRADE has been removed from the current Proton FSR4 patchset, and the old RDNA3 workaround is unnecessary as of FSR 4.1.1+, which added official RDNA3 INT8 support. A bare PROTON_FSR4_UPGRADE=1 may pull an FP8-oriented default DLL that is the wrong (slower) model for RDNA3.

To verify it temporarily, add:

PROTON_FSR4_INDICATOR=1

or check the Proton log for INFO: Automatic FSR4 upgrade enabled!.

OptiScaler

With GE-Proton11-5, the default OptiScaler route is GE-Proton's integrated support:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

PROTON_USE_OPTISCALER=1 enables the integrated OptiScaler hook, while PROTON_FSR4_UPGRADE="4.1.1" selects the FSR4 DLL version OptiScaler outputs to.

For a manual OptiScaler installation where you have actually copied/renamed OptiScaler to dxgi.dll in the game's executable directory, the Wine override remains the fallback:

WINEDLLOVERRIDES="dxgi=n,b" %command%

Do not use the WINEDLLOVERRIDES line by itself unless that manual dxgi.dll is present. If a game below says Launch options: leave blank, literally leave Steam's Launch Options field empty. The %command% token is only needed when prepending environment variables or appending game arguments.

Avoid DLL injection/modding in anti-cheat multiplayer games unless the developer explicitly supports it.

FSR4 caveats on this hardware

  • Preset floor: FSR 4.0.1+ produces black band artifacts at the top/bottom of the screen during motion when the preset ratio is above Quality (Native AA, Ultra Quality). Known affected: Cyberpunk 2077, S.T.A.L.K.E.R. 2, Horizon Forbidden West, Jedi: Survivor. Keep FSR4 at Quality or lower everywhere in this guide.
  • FSR4 costs frames: FSR4 INT8 is meaningfully more expensive per frame than FSR 3.1 on a 110 W 28-CU RDNA3, and RADV (SteamOS) can be slower than AMDVLK for it. Since 60 is load-bearing, A/B test FSR 3.1 Quality vs FSR4 Quality per game — in borderline titles, FSR 3.1 at the same preset is sometimes the real locked-60 answer.
  • Direct-swap fragility: if a patch bakes FSR 3.1 into engine code (as 007 First Light does), the direct swap silently stops working — re-verify with the indicator after major patches.

Tuning checklist

Tick a game once its profile is dialed in and verified at a real 60.

  • 007 First Light
  • ARC Raiders
  • Assassin's Creed Black Flag Resynced
  • Baldur's Gate 3
  • Cyberpunk 2077
  • Crimson Desert
  • Diablo IV
  • Diablo II: Resurrected
  • DayZ (standalone)
  • Dark Souls Remastered
  • Elden Ring
  • Clair Obscur: Expedition 33
  • Forza Horizon 6
  • Gothic 1 Remake
  • Grand Theft Auto IV
  • Grand Theft Auto V Enhanced
  • HITMAN World of Assassination
  • ICARUS
  • Kingdom Come: Deliverance
  • Kingdom Come: Deliverance II
  • METAL GEAR SOLID Δ: SNAKE EATER
  • Red Dead Redemption 2
  • Resident Evil Requiem
  • Workers & Resources: Soviet Republic
  • Warhammer 40,000: Space Marine 2
  • The Forever Winter
  • S.T.A.L.K.E.R. 2
  • The Last of Us Part I
  • The Last of Us Part II Remastered
  • The Witcher 3
  • Windrose

Quick reference

Game 60 FPS starting point Steam launch options Upscaling / FSR4 route
007 First Light 1080p, FSR4 Quality PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% OptiScaler / DLSS input (FSR3.1 is baked-in)
ARC Raiders 1440p, FSR Quality Leave blank In-game AMD option only; no injection; see note
Assassin's Creed Black Flag Resynced 1440p, FSR Balanced Leave blank; OptiScaler fallback below Native FSR4 if exposed (unverified); OptiScaler
Baldur's Gate 3 1440p native / FSR Quality Leave blank FSR4 not worth the complexity
Cyberpunk 2077 1440p, FSR 4.1.1 Quality Leave blank Native FSR 4.1.1 in-game
Crimson Desert 1080p, FSR4 Quality PROTON_FSR4_UPGRADE="4.1.1" %command% Direct swap (native FSR 3.1); OptiScaler fallback
Diablo IV 1440p, FSR4 Quality PROTON_FSR4_UPGRADE="4.1.1" %command% Direct swap; in-game AMD FSR 3.x input
Diablo II: Resurrected 1440p native Leave blank None needed; signed OptiScaler only (no FSR4)
DayZ (standalone) 1440p native, 60+ FPS Leave blank Native DX11; no injection (BattlEye)
Dark Souls Remastered 1440p/4K native Leave blank None needed (60 FPS engine cap)
Elden Ring 1440p native Leave blank None; avoid online mod injection (EAC)
Clair Obscur: Expedition 33 1440p, FSR4 Balanced Leave blank Native FSR 4 in-game (patch 1.5+)
Forza Horizon 6 1440p, FSR4 Quality PROTON_FSR4_UPGRADE="4.1.1" %command% Direct swap (native FSR 3.1)
Gothic 1 Remake 1080p, FSR4 Quality PROTON_FSR4_UPGRADE="4.1.1" %command% Direct swap (native FSR 3.1.4)
Grand Theft Auto IV 1440p native WINEDLLOVERRIDES="dinput8=n,b" %command% Existing dinput8 mod-loader chain
Grand Theft Auto V Enhanced 1440p, FSR Quality PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% -nobattleye OptiScaler, Story Mode only
HITMAN World of Assassination 1440p, FSR4 Quality PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% OptiScaler; XeSS input on AMD
ICARUS 1440p, FSR4 Balanced PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% OptiScaler; DLSS input → FSR4.x
Kingdom Come: Deliverance 1440p native Leave blank None needed
Kingdom Come: Deliverance II 1440p, FSR4 Quality PROTON_FSR4_UPGRADE="4.1.1" %command% Direct swap (native FSR 3.1.0)
METAL GEAR SOLID Δ: SNAKE EATER 1080p, FSR4 Quality PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% OptiScaler + OptiPatcher; DLSS input
Red Dead Redemption 2 1440p, FSR Balanced WINEDLLOVERRIDES="OptiScaler.asi,dinput8.dll,OptiPatcher.asi=n,b" %command% Manual OptiScaler exception; ASI loader + DX12
Resident Evil Requiem 1440p, FSR Quality Leave blank Native FSR4 if exposed (unverified)
Workers & Resources: Soviet Republic 1440p native Leave blank None needed
Warhammer 40,000: Space Marine 2 1440p, FSR Quality Leave blank Native FSR 3 (Update 5+); keep EAC/online intact
The Forever Winter 1080p, FSR4 Quality PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% OptiScaler via FSR2/DLSS input; Early Access
S.T.A.L.K.E.R. 2 1440p, FSR4 Balanced leave blank Native FSR 4.1 integration as of patch 2.0
The Last of Us Part I 1080p, FSR4 Quality PROTON_FSR4_UPGRADE="4.1.1" %command% Direct swap first; OptiScaler fallback
The Last of Us Part II Remastered 1080p, FSR4 Quality Leave blank Native FSR 4.0 in-game
The Witcher 3 1440p, FSR4 Quality PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% OptiScaler + DX12 + XeSS input; DX11 CPU fallback
Windrose 1440p, FSR4 Quality PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% OptiScaler; native FSR4 preferred if exposed

The tables below put display/upscaling first and then graphics settings in the game's menu order where that order is well documented. For games whose menu layout changes between patches/renderers, the table stays close to the in-game grouping rather than claiming an exact order.

007 First Light

Target: 1920×1080, 60 FPS, FSR4 Quality.

Launch options:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 1920×1080
Refresh Rate 144 Hz / VRR
VSync Off
Frame Rate Limit 60 FPS
Upscaling Method DLSS input with OptiScaler; otherwise AMD FSR
Upscaling Quality Quality
Frame Generation Off
Texture Quality Medium
Texture Filtering 16×
Level of Detail Ultra
Terrain Quality High
Shadow Quality Medium
Volumetric Fog Medium
Volumetric Effects Ultra
Global Illumination Ultra
Reflections Ultra
Motion Blur Off
Film Grain Off
Chromatic Aberration Off
Depth of Field On / preference

The game's FSR 3.1.5 is baked into engine code — there is no replaceable DLL, so the direct GE swap and driver-level upgrades are impossible here. The OptiScaler route through the DLSS input (requires OptiScaler 0.9.3+ era builds, which GE-Proton 11.x ships) is the only FSR4 path.

Actual Steam Machine result: 1440p FSR Balanced ≈ 50–55 FPS with 7373 / 7365 MB VRAM, so 1440p Balanced is not the hard-60 profile.

Fallback: FSR Balanced at 1080p. If you prefer a sharper output resolution, try 1440p FSR Performance.

ARC Raiders

Target: 2560×1440, 60+ FPS, FSR Quality.

Launch options: leave blank.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Frame Rate Limit 120/144 or uncapped with VRR
Upscaling Method AMD FSR
Upscaling Quality Quality
Frame Generation Off
Overall Quality Custom
View Distance Medium
Anti-Aliasing High
Shadows Medium
Post Processing Medium
Textures High
Effects Medium
Foliage Medium
Reflections Medium
Global Illumination / RT GI Off / lowest non-RT option
Motion Blur Off

Anti-cheat status is a moving target. ARC Raiders has been transitioning from Easy Anti-Cheat toward Denuvo Anti-Cheat, which briefly broke Linux/SteamOS ("ARAV1011" errors) until Valve shipped a Proton Hotfix that is now the default for the game — stay on default/up-to-date Proton here, not GE. Embark has also tested a kernel-level anti-cheat; continued SteamOS support is not guaranteed. Do not inject OptiScaler/custom upscaler DLLs into this title under any circumstances. Use only the AMD upscaling options the game exposes normally.

Fallback: FSR Balanced; then Shadows Low and Effects Low before lowering output resolution.

Assassin's Creed Black Flag Resynced

Target: 2560×1440, 60 FPS, FSR Balanced, RT Off.

Launch options: leave blank if native FSR4 is exposed (unverified on the current patch — check the in-game upscaler list first). If the native path is unavailable and you use OptiScaler instead:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Frame Rate Limit 60 FPS
Upscaler AMD FSR / native FSR4 if exposed
Upscaling Quality Balanced
Frame Generation Off
Ray Tracing Mode Off
Character Quality Very High
Hair Strands All Characters — High
Post Effects Very Low
Particles Very High
Water High
Texture Resolution High
Loading Distance Medium
Geometry High
Micropolygon High
Screen Space Effects Medium
Light Source Quality Medium
Shadows High
Clouds Ultra High
Fog High
Terrain Ultra High
Scatter Density Very High
Deformation Medium
Terrain Texture Medium

Fallback: FSR Performance before dropping to 1080p.

Baldur's Gate 3

Target: 2560×1440, 60 FPS, native/TAA first.

Launch options: leave blank.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Frame Rate Cap 60 FPS
AMD FSR Off initially; Quality if needed
Model Quality High
Detail Distance High
Instance Distance High
Texture Quality Ultra
Texture Filtering Anisotropic 16×
Animation Level of Detail High
Slow HDD Mode Off
Dynamic Crowds On (turn Off in Act 3 if CPU-bound)
Shadow Quality High
Cloud Quality Medium
Fog Quality Medium
Anti-Aliasing TAA
Ambient Occlusion On
Depth of Field On / preference
God Rays On
Bloom On
Subsurface Scattering On

Prefer DX11 on Proton (via DXVK it's the well-trodden path and benchmarks ahead of the game's own Vulkan renderer); try native Vulkan only if the current build misbehaves. FSR4 is not worth adding extra injection complexity here.

Fallback: Enable FSR Quality. Act 3's Lower City is CPU-limited on the 30 W 6-core — a truly locked 60 there may not be achievable at any GPU setting; turn Dynamic Crowds off (~5–6% and better frame times) before resolution, and accept the dips.

Cyberpunk 2077

Target: 2560×1440, 60 FPS, native FSR 4.1.1 Quality, RT Off.

Launch options: leave blank. The game now exposes FSR 4.1.1 natively in-game — use it directly; do not add upgrade variables or OptiScaler on top.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Maximum FPS 60
Resolution Scaling AMD FSR 4.1
FSR Preset Quality (never Native AA / Ultra Quality — black-band artifacts)
Frame Generation Off
Texture Quality High
Field of View Default / preference
Film Grain Off
Chromatic Aberration Off
Depth of Field On
Lens Flare On
Motion Blur Off
Contact Shadows On
Improved Facial Lighting Geometry On
Anisotropy 16
Local Shadow Mesh Quality High
Local Shadow Quality High
Cascaded Shadows Range Medium
Cascaded Shadows Resolution Medium
Distant Shadows Resolution High
Volumetric Fog Resolution Medium
Volumetric Cloud Quality Medium
Max Dynamic Decals High
Screen Space Reflections Quality Medium
Subsurface Scattering Quality High
Ambient Occlusion High
Color Precision High
Mirror Quality High
Level of Detail High
Crowd Density Medium
Ray Tracing Off
Path Tracing / Overdrive Off

1440p is the primary profile, not the fallback: Digital Foundry measured a steady 1440p/60 with FSR upscaling on Steam Machine hardware at High settings (RT off; RT drops it to ~30), and independent Steam Machine testing shows 60+ at 1440p FSR 4.1.1 Quality.

Fallback: 1080p FSR Quality if the densest city scenes dip. Also A/B against native FSR 3.1 Quality — the cheaper upscale pass can win back the last few frames in worst-case areas.

Crimson Desert

Target: 1920×1080, 60 real FPS, FSR4 Quality, ray tracing Off.

Launch options — direct swap (primary):

PROTON_FSR4_UPGRADE="4.1.1" %command%

Crimson Desert ships a replaceable native FSR 3.1 implementation (plus DLSS 4/4.5, XeSS, and native Anti-Lag 2), so the direct GE swap is the simplest FSR4 route — select AMD FSR → Quality in-game. If the swap stops hooking after a patch, the OptiScaler fallback is:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

with the XeSS input (the OptiScaler profile now recommends XeSS inputs since the game gained native XeSS/XeFG, and FSR 3.1 FG inputs for AMD thanks to native Anti-Lag 2).

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 1920×1080
Refresh Rate 144 Hz / VRR
VSync Off
Frame Rate Limit 60 FPS
Upscaler AMD FSR (direct swap) / XeSS via OptiScaler
Upscaling Quality Quality
Frame Generation Off
Ray Reconstruction / Ray Regeneration Off
Graphics Preset Custom
Model Quality High
Texture Quality High
Shadow Quality Medium
Ray Tracing Off
Lighting Quality High
Reflection Quality High
Advanced Weather Effect On
Water Quality High
Foliage Density High
Volumetric Fog Quality Medium
Effect Quality High
Simulation Quality High
Post-processing Effect Quality High
Blur Intensity 0

Keep Lighting Quality at High rather than gutting it: it is one of the game's most visually important settings, while the very top lighting modes become disproportionately expensive. High textures are also safer than Cinematic on the ~7.3 GB game-visible VRAM budget.

1440p option: try 2560×1440 + FSR4 Balanced with the same settings. If it remains below 60 in heavy combat or dense settlements, return to the 1080p Quality profile rather than lowering lighting below High.

Fallback: FSR4 Quality → FSR4 Balanced at 1080p → Shadows Low → Volumetric Fog Low → Foliage Medium.

Diablo IV

Target: 2560×1440, 60 FPS, FSR4 Quality, ray tracing Off.

Launch options:

PROTON_FSR4_UPGRADE="4.1.1" %command%

This is the simple GE-Proton replacement path that has already worked well on this Steam Machine. There is no OptiScaler overlay to open with this setup. In-game, select AMD FSR (3.x) → Quality — current builds expose FSR 3 with a replaceable FSR 3.1 DLL (the old "FSR 2" label is gone), plus DLSS 4 and XeSS. GE-Proton handles the FSR4 replacement behind it; verify once with PROTON_FSR4_INDICATOR=1.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
Refresh Rate 144 Hz with VRR
Vertical Sync Off
Resolution Percentage 100%
AMD FidelityFX Super Resolution Quality
Sharpen Image Low / preference
Max Foreground FPS 60
Max Background FPS 30
Texture Quality High
Anisotropic Filtering 16x
Shadow Quality Medium
Dynamic Shadows On
Soft Shadows Off
Shader Quality High
SSAO Quality Medium
Fog Quality Medium
Clutter Quality Medium
Fur Quality Level Medium
Water Simulation Quality Low
Anti-Aliasing Quality Controlled by FSR
Geometric Complexity High
Terrain Geometry Detail High
Physics Quality High
Particles Quality High
Reflection Quality Medium
Screen Space Reflections On
Distortion Off
Low FX Off
Ray Traced Reflections Off
Ray Traced Shadows Off
Frame Generation Off

Ray tracing is disproportionately expensive in Diablo IV for the visual return, so keep both RT effects off for the locked-60 profile. If a game update ever stops the GE replacement from loading, remove the launch variable and fall back to native FSR 3 Quality.

Fallback: FSR Balanced → Shadows Low → Fog Low. 1080p should rarely be necessary.

Diablo II: Resurrected

Target: 2560×1440 native, locked 60 FPS. A separate 120 FPS profile is reasonable if desired.

Launch options: Leave blank.

Native 1440p is already the better solution here. OptiScaler can work through the game's DLSS input, but D2R detects unsupported software and shuts down — only signed OptiScaler builds work, and unsigned FFX DLLs get blocked, so the FSR4 INT8 path won't load anyway. Adding an injection layer buys nothing on a machine that already exceeds the 60 FPS target natively.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
V-Sync Off
Resolution Scale 100%
Sharpening 20–30
Framerate Cap 60
Graphics Preset Custom
Texture Quality High
Anisotropic Filtering 16x
Ambient Occlusion Quality High
Character Detail High
Environment Detail High
Transparency Quality High
Shadow Quality High
Anti-Aliasing FXAA
Dynamic Resolution Scaling Off
Framerate Target 60
VFX Quality Ultra
VFX Lighting Quality Medium
Legacy Video (G-key toggle) Off (Resurrected look)

VFX Lighting Quality = Medium is deliberate: it has historically been one of D2R's least efficient settings, while the visual difference above Medium is small.

For a high-refresh profile, change only the frame cap/target to 120 first and leave the image-quality settings alone.

Fallback: Shadows Medium → Ambient Occlusion Medium. Keep native 1440p rather than introducing upscaling.

DayZ (standalone)

Target: 2560×1440 native, 60+ FPS. Prefer 90–120 FPS when the server/CPU allows it because DayZ benefits from the lower input latency.

Launch options: leave blank.

Settings

In-game setting Recommended
Quality Custom
Display Mode Fullscreen
Resolution 2560×1440
V-Sync Disabled
Object Detail High
Terrain Detail Medium
Clouds Detail Medium / preference
Texture Detail High
Shadow Detail Medium
Texture Filtering High
Terrain Surface Detail Medium
Postprocess Antialiasing Low
Hardware Antialiasing Low
Foliage Smoothing Disabled
Ambient Occlusion Medium
Postprocess Quality Medium
SteamOS Frame Limit 120 FPS or uncapped with VRR

DayZ is still a DirectX 11 + BattlEye multiplayer game. Do not use OptiScaler or other DLL-injection upscalers for the normal online profile. The Steam Machine is far above the game's recommended RX 580 / GTX 1060 class, so native 1440p is the right starting point.

Keep Object Detail High for useful distant geometry/visibility; if a busy town or heavily modded server becomes CPU-limited, lowering resolution will usually not solve the problem. Lower Shadows → Low first if you want more FPS or better competitive visibility.

Do not bother with old launch-option folklore such as -high, -USEALLAVAILABLECORES, -cpuCount, or -exThreads unless you are diagnosing a very specific issue.

Fallback: Shadows Low → Postprocess Quality Low → Ambient Occlusion Off → Terrain Detail Low. Only drop to 1080p if GPU usage is actually pinned near 100%.

DARK SOULS REMASTERED

Target: 2560×1440 or 3840×2160 native, locked 60 FPS (the engine's hard cap).

Launch options: leave blank.

Settings

In-game setting Recommended
Screen Mode Fullscreen
Resolution 2560×1440; try 3840×2160 if desired
VSync On or system/VRR preference
Anti-Aliasing On
Motion Blur Off
Depth of Field On
Ambient Occlusion On
Texture Quality Maximum
Shadow Quality Maximum
Lighting / Effects Maximum

No upscaling or frame generation is useful. Keep the game's intended 60 FPS cap.

Fallback: Use native 1440p if 4K creates UI/display oddities.

ELDEN RING

Target: 2560×1440 native, 60 FPS, RT Off.

Launch options: leave blank.

Settings

In-game setting Recommended
Screen Mode Fullscreen
Resolution 2560×1440
Auto-Detect Best Rendering Settings Off
Quality Settings Custom
Texture Quality Maximum
Antialiasing Quality High
SSAO High
Depth of Field On
Motion Blur Off
Shadow Quality High
Lighting Quality High
Effects Quality High
Volumetric Quality Medium
Reflection Quality Medium
Water Surface Quality High
Shader Quality High
Global Illumination Quality High
Grass Quality Medium
Ray Tracing Quality Off

Vanilla Elden Ring has no normal temporal-upscaler path. Upscaler mods add unnecessary online/EAC complexity for this target.

Fallback: 1920×1080 native if a particular area refuses to stay at 60.

Clair Obscur: Expedition 33

Target: 2560×1440, 60 FPS, native FSR 4 Balanced.

Launch options: leave blank. Patch 1.5.0 added native FSR 4 (plus FSR Frame Gen and Anti-Lag 2; 1.4.0 had already added DLSS/XeSS FG) — use it directly, no variables.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Frame Rate Limit 60 FPS
Upscaling Method AMD FSR 4 (native)
Upscaling Quality Balanced (never Ultra Quality — artifacts)
Frame Generation Off
Anti-Aliasing Quality High
Shadow Quality Medium
Global Illumination Quality Medium
Reflection Quality Medium
Post-Processing Quality Medium
Texture Quality High
Visual Effects Quality High
Foliage Quality Medium
Shading Quality High
Motion Blur Off
Film Grain Off
Chromatic Aberration Off
Vignette Off / preference

If you ever run OptiScaler here instead (not recommended now that FSR4 is native), the OptiScaler wiki notes you must delete libxess.dll, libxess_dx11.dll, libxess_fg.dll, libxell.dll for the patch-1.5 FSR FG / Anti-Lag 2 options to appear through it.

Fallback: 1080p FSR Quality.

Forza Horizon 6

Target: 2560×1440, 60 FPS, FSR4 Quality.

Launch options — direct GE FSR3.1 → FSR4 swap:

PROTON_FSR4_UPGRADE="4.1.1" %command%

The game ships a replaceable native FSR 3.1 DLL, so the direct swap is the simplest route — no OptiScaler needed. If a future patch exposes native FSR4 in the menu, use that and leave launch options blank instead.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Frame Rate 60 FPS
AMD FSR Quality
Frame Generation Off
Ray Tracing Quality Off
Texture Quality High
Anisotropic Filtering High / 16×
Shadow Quality Ultra
Night Shadows Ultra
Motion Blur Quality Off
Environment Geometry Quality High
World Car Level of Detail High
Deformable Terrain Quality Extreme
SSR Quality High
Lens Effects Medium
Shader Quality Extreme
Particle Effects Quality High
Volumetric Fog Quality High

For one test launch, append PROTON_FSR4_INDICATOR=1; remove the indicator once you've confirmed the upgrade path.

Fallback: FSR Balanced. If needed after that, reduce Volumetric Fog and car/environment LOD first.

Gothic 1 Remake

Target: 1920×1080, 60 FPS, FSR4 Quality.

Launch options:

PROTON_FSR4_UPGRADE="4.1.1" %command%

The remake ships native FSR 3.1.4 (plus DLSS 4.5, XeSS 1.3.1 and UE TSR) with a replaceable DLL — the direct GE swap replaces the previous OptiScaler recommendation. Select the in-game FSR upscaler at Quality and reduce the game's automatic sharpening.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 1920×1080
VSync Off
Frame Rate Limit 60 FPS
Upscaling Technique AMD FSR (direct FSR4 swap)
Upscaling Quality Quality
Upscaler Sharpness Low / 0–20%
Frame Generation Off initially
Graphics Preset Custom
View Distance Quality High
Anti-Aliasing Quality High / controlled by upscaler
Shadow Quality Medium
Global Illumination Quality Medium
Reflection Quality High
Post-Processing Quality High
Texture Quality High
Effects Quality Medium
Foliage Quality Medium
Shading Quality High
Landscape Quality High
Motion Blur Off

The remake's official minimum specification already asks for an 8 GB RX 6700 XT, so this profile deliberately starts at 1080p and avoids the Very High/Gothic presets. If VRAM usage still gets close to the ~7.3 GB game-visible budget, lower Texture Quality → Medium before cutting geometry or view distance.

1440p option: try 2560×1440 + FSR4 Balanced with the same settings once 1080p is confirmed comfortably above 60.

Fallback: FSR4 Balanced at 1080p; then Foliage Low and Reflection Medium.

Grand Theft Auto IV

Target: 2560×1440 native, 60 FPS.

Launch options:

WINEDLLOVERRIDES="dinput8=n,b" %command%

Settings

In-game setting Recommended
Video Mode 2560×1440
Aspect Ratio Auto
VSync Off
Definition On
Texture Quality High
Reflection Resolution High
Water Quality High
Shadow Quality Medium
Night Shadows Off
Texture Filter Quality Anisotropic ×16
View Distance 50
Detail Distance 60
Vehicle Density 50

The launch option preserves the existing dinput8.dll mod-loader chain. GTA IV is often CPU/frame-pacing limited, so do not max View Distance to 100 simply because GPU utilization looks low. Note the old Shadow Density slider no longer exists in current patches — it was folded into the Night Shadows option; only the -shadowdensity 0–16 commandline argument remains.

Fallback: Lower View Distance to ~40 and Shadow Quality before reducing resolution.

Grand Theft Auto V Enhanced

Target: 2560×1440, 60 FPS, FSR Quality, RT Off.

Launch options:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% -nobattleye

Settings

In-game setting Recommended
Screen Type Fullscreen
Resolution 2560×1440
Refresh Rate 144 Hz
VSync Off
Frame Limit 60 FPS
Frame Scaling AMD FSR / OptiScaler
Upscaling Quality Quality
Frame Generation Off
Texture Quality High
Shader Quality High
Shadow Quality High
Reflection Quality High
Reflection MSAA Off
Water Quality High
Particles Quality High
Grass Quality High
Soft Shadows Softer
Post FX High
Anisotropic Filtering 16×
Ambient Occlusion High
Tessellation High
Population Density ~70%
Population Variety ~70%
Distance Scaling ~70%
Extended Distance Scaling Low / ~0–20%
Enable Ray Tracing Off (master toggle; leaves all RT sub-options greyed out)

This launch line is for Story Mode + OptiScaler. -nobattleye is a genuine Rockstar launch argument that disables BattlEye; BattlEye is online-only and unsupported on Linux/Proton anyway, so do not use this modded profile for GTA Online. If the launcher crashes on a fresh install, prepending SteamDeck=1 has historically cleared it on Linux.

Fallback: FSR Balanced, then Grass Medium and Shadows Medium.

HITMAN World of Assassination

Target: 2560×1440, 60 FPS, FSR4 Quality, ray tracing Off.

Launch options:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

On AMD, use the game's XeSS input: the OptiScaler profile confirms spoofing is off by default because DLSS spoofing disables the game's ray-tracing options, and FSR2 inputs are disabled due to instant crashes — DLSS or XeSS are the supported inputs, with XeSS the cleaner path on AMD.

Settings

In-game setting Recommended
Display Mode Exclusive Fullscreen
Fullscreen Resolution 2560×1440
V-Sync Off
V-Sync Interval 1
Adaptive Supersampling Technique XeSS / OptiScaler
Adaptive Supersampling Quality Quality
Resolution Scale 1.00 / controlled by upscaler
Level of Detail High
Texture Quality High
Texture Filter Anisotropic 16x
SSAO Medium
Shadow Quality High
Mirrors Reflection Quality High
Reflection Quality / SSR Medium
Variable Rate Shading Off
Motion Blur Off
Simulation Quality Base
Override Memory Safeguards Off
Ray Traced Sun Shadows Off
Ray Traced Reflections Off

Once loaded into a mission, OptiScaler should expose FSR4 behind the XeSS input. Its HITMAN profile notes that an upscale-ratio override of exactly 1.00 disables the upscaler, so if manually overriding the ratio in OptiScaler use 1.01 or higher instead.

The rasterized game is light enough that 1440p/60 should have plenty of headroom. RT reflections are the setting to avoid: they are extremely expensive compared with the raster reflections.

Fallback: FSR4 Balanced → Shadows Medium → LOD Medium. 1080p should not normally be necessary.

ICARUS

Target: 2560×1440, 60 FPS, FSR4 Balanced, RT Off.

Launch options:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

Settings

In-game setting Recommended
Renderer DirectX 11
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Frame Limit 60 FPS
Upscaler DLSS input with OptiScaler
Upscaling Quality Balanced
Resolution Scale 100% / controlled by upscaler
Field of View 100
Motion Blur 0 / Off
View Distance High
Textures Medium
Texture Streaming Pool Size Medium (~3000 MB)
LOD Bias Default / 1.0
Post Processing Low
Shadows Medium
Max Shadow Cascades 2
Contact Shadows Off
Effects Medium
Foliage Medium
Shading High
Anti-Aliasing Controlled by OptiScaler
Use Simple Building Shadows On
Tessellation Off
Terrain Deformation (Experimental) Off
Volumetric Clouds Low/Medium
RTX Global Illumination / Ray Tracing Off

OptiScaler lists ICARUS as working through its DLSS input. RocketWerkz still recommends DX11 as the fastest/stablest renderer. Their VRAM guidance maps Medium textures to ~4 GB, while High is aimed at 8 GB cards; with only ~7.3 GB game-visible VRAM on the Steam Machine, Medium is the safer 60-FPS baseline.

Icarus can hitch when streaming dense biomes, spawning wildlife, during storms, or in very large/old saves. A brief traversal hitch does not necessarily mean the GPU settings are too high. The current Terrain Deformation (Experimental) option is worth leaving off because users have reported unusually high CPU load with it.

If the OptiScaler DLSS input does not appear, keep the same settings and use the game's native AMD FSR at Quality/Balanced instead.

Fallback: FSR4 Performance → Shadows Low → Volumetric Clouds Low → View Distance Medium → 1920×1080 FSR4 Quality. If GPU usage falls well below ~95% while FPS is low, you are CPU/world-simulation limited and lowering resolution will not help much.

Kingdom Come: Deliverance

Target: 2560×1440 native, 60 FPS.

Launch options: leave blank.

Settings

In-game setting Recommended
Resolution 2560×1440
Window Mode Fullscreen
VSync Off
Overall Image Quality Custom
Object Quality High
Game Effects High
Lighting High
Particles High
Physics High
Postprocess Quality High
Shader Quality High
Shadows Medium
Textures Very High
Water Details High
Volumetric Effects Medium
Vegetation Details Medium/High
Object Distance ~70%
LOD Distance ~70%
Vegetation Draw Distance ~60–70%
Motion Blur Off

Use a custom High profile rather than Ultra/Very High across the board. The game can become CPU-limited before the GPU needs an upscaler.

Fallback: 1920×1080 native; before that, lower object/vegetation distance and shadows.

Kingdom Come: Deliverance II

Target: 2560×1440, 60 FPS, FSR4 Quality.

Launch options:

PROTON_FSR4_UPGRADE="4.1.1" %command%

KCD2 ships native FSR 3.1.0 (confirmed in the official technical FAQ; no XeSS) with a replaceable DLL — the direct GE swap replaces the previous OptiScaler recommendation. Select FSR → Quality in-game.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
FPS Limit 60
Antialiasing / Upscaler AMD FSR (direct swap)
Upscaling Quality Quality
Frame Generation Off
Overall Graphics Custom
Object Quality High
Particles High
Lighting High
Global Illumination High
Postprocess Quality High
Shader Quality High
Shadows Medium
Textures High
Volumetric Effects Detail High
Vegetation Detail Medium
Character Detail High

Keep Experimental settings/preset off. Shadows are one of the first settings to reduce when towns or forests dip — and towns are CPU-bound on the 30 W 6-core, so if GPU usage drops during a dip, lowering the upscaler further won't fix it.

Fallback: FSR Balanced, then 1080p Quality.

METAL GEAR SOLID Δ: SNAKE EATER

Target: 1920×1080, locked 60 FPS, FSR4 Quality.

Launch options:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

Use OptiPatcher to expose the game's DLSS input on the AMD GPU (spoofing without it carries heavy overhead), then select that as the OptiScaler input and use FSR4 as output.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 1920×1080
VSync Off with VRR
Frame Rate Limit 60 FPS
Graphics Quality Custom / High baseline
Super Resolution DLSS input via OptiScaler
Super Resolution Quality Quality
Frame Generation Off
Shadow Quality Medium
Texture Quality High
Global Illumination Medium
Reflection Quality Medium
Post Process Quality High
Effects Quality High
Foliage Quality Medium
View Distance High
Motion Blur Off

The PC version's 60 FPS cap is a real engine cap (frame rate is tied to the original game logic/physics; it can only be removed via Engine.ini / fix mods, which this profile avoids). OptiScaler's Quality and Balanced presets here use somewhat higher internal resolutions than the usual DLSS ratios, so 1080p Quality is the conservative 60-FPS starting point rather than immediately forcing 1440p. Do not enable experimental frame generation/unlock mods for this profile — forced FG can crash in some scenes.

1440p option: try 2560×1440 + FSR4 Balanced after confirming a locked 60 at 1080p.

Fallback: FSR4 Balanced at 1080p; then Shadows Low and GI Low before touching textures.

Red Dead Redemption 2

Target: 2560×1440, 60 FPS, FSR Balanced.

Launch options — special/manual OptiScaler case:

WINEDLLOVERRIDES="OptiScaler.asi,dinput8.dll,OptiPatcher.asi=n,b" %command%

RDR2 exception: keep this manual ASI-loader setup instead of the generic PROTON_USE_OPTISCALER=1 line. The current OptiScaler RDR2 profile requires OptiScaler installed as OptiScaler.asi + Ultimate ASI Loader as dinput8.dll + OptiPatcher, with spoofing off (spoofing causes rendering artifacts/crashes here). Use FSR2 inputs on DX12 or DLSS inputs on Vulkan. The upscaler is hidden in the menus once hooked — verify in-world, not in the settings screen.

Settings

In-game setting Recommended
Screen Type Fullscreen
Resolution 2560×1440
VSync Off
Triple Buffering Off
Upscaler OptiScaler / FSR
Upscaling Quality Balanced
Texture Quality Ultra
Anisotropic Filtering 16×
Lighting Quality Medium
Global Illumination Quality High
Shadow Quality High
Far Shadow Quality Medium
Screen Space Ambient Occlusion High
Reflection Quality Medium
Mirror Quality High
Water Quality Medium
Volumetrics Quality Medium
Particle Quality High
Tessellation Quality High
FXAA Off
MSAA Off
Graphics API DirectX 12 for FSR2 inputs
Near Volumetric Resolution Medium
Far Volumetric Resolution Medium
Volumetric Lighting Quality Medium
Particle Lighting Quality High
Soft Shadows High
Grass Shadows Medium
Long Shadows On
Full Resolution SSAO Off
Water Refraction Quality Medium
Water Reflection Quality Medium
Water Physics Quality ~2/4
Resolution Scale Off
Reflection MSAA Off
Geometry Level of Detail ~4/5
Grass Level of Detail ~3/10
Tree Quality High
Parallax Occlusion Mapping High
Decal Quality High
Fur Quality High
Tree Tessellation Off
Motion Blur Off

(The old "TAA Off with temporal upscaler" row was removed — once a temporal upscaler is active it replaces the AA path, so the setting is moot.)

If you do not care about FSR4, Vulkan is the simpler renderer and you can remove the overrides entirely.

Fallback: 1920×1080 FSR Quality.

RESIDENT EVIL requiem BIOHAZARD requiem

Target: 2560×1440, 60 FPS, FSR Quality, RT/PT Off.

Launch options: leave blank.

Settings

In-game setting Recommended
Display Mode Fullscreen
Screen Resolution 2560×1440
Refresh Rate 144 Hz
Frame Rate 60
VSync Off
Upscaling AMD FSR
Upscaling Quality Quality
Frame Generation Off
Image Quality / Preset Custom
Texture Quality High if VRAM allows; otherwise Medium
Texture Filtering High / 16×
Mesh Quality Standard/High
Shadow Quality Normal/High
Contact Shadows On
Ambient Occlusion Normal/High
Screen Space Reflections On
Volumetric Fog Low/Medium
Hair Strands Off
Motion Blur Off
Lens Distortion / Film Effects Off / preference
Ray Tracing Off
Path Tracing Off

If the game exposes native FSR4 on the Steam Machine, use it directly and do not force any upgrade variable (native-FSR4 status unverified on the current patch — check the menu). Keep an eye on the VRAM meter; Hair Strands and high textures are poor trades on this GPU budget.

Fallback: FSR Balanced; then Volumetric Fog Low and Shadows Normal.

Workers & Resources: Soviet Republic

Target: 2560×1440 native, 60 FPS.

Launch options: leave blank.

Settings

In-game setting Recommended
Resolution 2560×1440, Fullscreen
VSync Off (use VRR)
Draw / Render Distance High / default
Terrain Detail Medium/High
Tree Detail Medium/High
Grass On / Medium
Citizens Detail Medium
Shadow Detail Medium
Clouds Detail Medium
SSAO On / preference
Depth of Field Off / preference
Anti-Aliasing High
Particles Default / smooth

The options above follow the game's actual graphics keys (draw distance, terrain/tree/grass/citizens/clouds detail, shadows, DOF, SSAO, AA, particles) — there is no texture-quality, water, motion-blur, or in-game FPS-limit option; use the SteamOS frame limiter for the 60 cap. Exact menu wording may shift slightly between builds.

Large late-game republics become simulation/CPU limited. If GPU utilization is well below ~95% while FPS falls, lowering resolution will not materially help.

Fallback: Reduce Shadows, Tree Detail and Draw Distance before output resolution.

Warhammer 40,000: Space Marine 2

Target: 2560×1440, 60 real FPS, native FSR Quality.

Launch options: Leave blank.

Do not use OptiScaler for the normal profile. OptiScaler requires Easy Anti-Cheat to be disabled in Space Marine 2, which sacrifices normal online/co-op/PvP functionality. The game shipped with FSR 2 / DLSS only; Update 5 added DLSS 3 and FSR 3 Frame Generation, so current builds have a native FSR 3 path — no injection needed.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
Quality Preset Custom
Render Resolution Quality
Resolution Upscaling AMD FSR 3
Frame Generation Off initially
V-Sync Off
FPS Limit 60 FPS
Motion Blur Intensity Off
Texture Filtering Ultra
Texture Resolution High
Shadows Medium
Screen Space Ambient Occlusion Default
Screen Space Reflections Default
Volumetrics Low
Effects High
Details High
Cloth Simulation Low

Do not install/use the optional 4K Texture Pack on this machine. Space Marine 2 can already approach an 8 GB VRAM allocation at its highest texture settings, while the Steam Machine exposes only about 7.3 GB to games. High textures leave a healthier margin.

The game can become heavily CPU-limited during the largest Tyranid swarms. If FPS drops while GPU utilization is clearly below full load, lowering FSR or output resolution will not fix that. In that case, reduce Background Swarm Size first if the current build exposes that option.

Fallback: FSR Balanced → Effects Medium → Details Medium → 1920×1080 FSR Quality. Keep Shadows Medium, Volumetrics Low and Cloth Low.

If the base frame rate already remains around 55–60+, native FSR frame generation (Update 5+) can be enabled as an optional high-refresh profile for the 144 Hz monitor, but leave it off for the baseline 60-FPS configuration.

The Forever Winter

Target: 1920×1080, 60 real FPS, FSR4 Quality via OptiScaler.

Launch options:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

The game currently supports temporal upscaling paths including FSR/DLSS/TSR, and OptiScaler is generally compatible with games exposing FSR2+/DLSS2+. The Forever Winter is still in Early Access and is not explicitly listed on OptiScaler's tested-game page, so treat the FSR4 path as preferred when the OptiScaler splash appears rather than guaranteed. If it does not hook, use the native FSR Quality or TSR path instead.

Settings

In-game setting Recommended
Window Mode Fullscreen
Resolution 1920×1080
Vertical Sync Off
Frame Rate Limit 60 FPS
Dynamic Resolution Off
Upscaler / Anti-Aliasing AMD FSR input through OptiScaler
Upscaling / Render Quality Quality
Frame Generation Off initially
Shading Quality Medium
Anti-Aliasing Quality High
Foliage Quality High
Texture Quality Medium
Shadow Quality Medium
Reflection Quality Low
Post Process Quality Medium
Particle Quality Medium
View Distance Quality Medium
Global Illumination Quality Medium
Motion Blur Off

The main performance levers are render scale, shadows, view distance and global illumination. Community testing consistently finds Medium shadows and reduced view distance/GI to be much better value than cutting foliage or texture filtering. With only ~7.3 GB game-visible VRAM, keep Texture Quality at Medium initially; the game's official minimum specification itself assumes an 8 GB GPU.

Large battles and sudden NPC spawns can create CPU/streaming-limited dips even when the GPU settings are reasonable. If GPU utilization falls during a drop, lowering FSR quality further may not fix it.

Fallback: FSR Balanced → Global Illumination Low → Shadows Low → View Distance Low. Keep 1080p output before accepting sustained sub-60 FPS.

If the base frame rate is already around 55–60+, frame generation can be tried as an optional high-refresh profile, but it is not part of the baseline target.

S.T.A.L.K.E.R. 2: Heart of Chornobyl (Patch 2.0, UE 5.5.4)

Target: 1440p / 60 FPS (real frames, no frame generation) — achieved.

Patch 2.0 (2026-08-20) moved the game to Unreal Engine 5.5.4 and added FSR 3.1 as the upscaling baseline. Tested 2026-08-22 on patch 2.0 with GE-Proton and the FSR 3.1 → FSR4 (INT8) swap.

Settings

Setting Value
Output resolution 2560×1440
Upscaling FSR 3.1 in-game → FSR4 Balanced (via Proton FSR4 upgrade / OptiScaler INT8 path for RDNA3)
Frame Generation Off
Textures Medium
Foliage Medium
Object Detail Medium
Shadows Medium
Global Illumination (Lumen) Medium
Effects High
Materials High
Hair Medium
Clouds / Fog Medium
Motion Blur Off (preference)
Frame limit 60 FPS via SteamOS limiter (leave in-game vsync off)

Textures Medium is deliberate: peak VRAM measured 6.6–6.8 GB of the ~7.3 GB game-visible budget. High risks paging stutter; 2.0 raised VRAM usage across the board.

Measured performance (MangoHud, 43-minute uncapped run)

  • Average: 70 FPS uncapped; time below 55 FPS: 4.6%
  • Open world / stealth / combat: 70–83 FPS
  • Hub interiors (Zaryssia): 60–68 FPS typical, brief worst-case dips to ~56 in dense NPC streets — VRR absorbs these
  • Frametime consistency is excellent post-2.0 (UE 5.5 PSO precaching): ~5 frames >33 ms per 2-minute window even in heavy areas, essentially only loading transitions hitch
  • GPU-bound throughout (99% load); hubs are not CPU-bound on this hardware

With the 60 FPS limiter engaged this plays as a locked 60 with flat frame pacing, and GPU power drops well under the ~107 W it draws uncapped.

Notes

  • Let shaders fully compile on first boot after the patch (the 2.0 update is a ~117 GB full reinstall; first sessions front-load compilation).
  • Restart the game after changing the upscaler preset — mid-session changes did not fully apply in testing.
  • Mods made for pre-2.0 are broken/unstable on the UE 5.5 build; test vanilla first.
  • FSR4 Quality (960p internal) also holds 60 in the open world but sags to low 50s in hub interiors; Balanced is the better trade at 1440p output.

The Last of Us Part I

Target: 1920×1080, 60 FPS, FSR4 Quality.

Launch options — direct swap first:

PROTON_FSR4_UPGRADE="4.1.1" %command%

The game has a replaceable FSR 3.1 DLL, so try the direct swap before OptiScaler. If the indicator never appears, fall back to:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 1920×1080
VSync Off
Frame Rate Cap 60
Upscaling AMD FSR
Upscaling Quality Quality
Animation Quality High
Draw Distance High
Dynamic Object Level of Detail Medium/High
Characters Level of Detail High
Environment Level of Detail Medium/High
Dynamic Objects Texture Quality Medium/High
Characters Texture Quality Medium/High
Environment Texture Quality Medium/High
Visual Effects Texture Quality Medium
Texture Filtering 16×
Texture Sampling Quality High
Ambient Shadow Quality Medium
Directional Shadow Resolution Medium
Directional Shadow Distance Medium
Image Based Lighting On/High
Spotlights Shadow Resolution Medium
Point Lights Shadow Resolution Medium
Bounced Lighting On
Screen Space Shadows On
Contact Shadow Quality Medium
Screen Space Ambient Occlusion On
Ambient Occlusion Denoise Quality Medium
Screen Space Directional Occlusion On
Screen Space Cone Tracing Medium
Screen Space Reflections Medium
Real-Time Reflections Quality Medium
Real-Time Clouds Shadow Reflections On
Volumetric Effects Quality Medium
Lens Flare On
Motion Blur Off
Depth of Field On / preference
Film Grain 0 / Off

Treat the VRAM meter as a hard constraint. This game is unusually sensitive to VRAM pressure on ~8 GB-class GPUs, so lower the texture groups before sacrificing geometry or animation.

Fallback: 1440p FSR Balanced is optional, but use lower texture settings and keep VRAM headroom.

The Last of Us Part II Remastered

Target: 1920×1080, 60 FPS, native FSR 4 Quality.

Launch options: leave blank. The PC version ships native AMD FSR 4.0 in-game (alongside FSR 3.1) — use it directly; no variables, no OptiScaler.

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 1920×1080
VSync Off
Frame Rate Cap 60
Upscaling Method AMD FSR 4 (native)
Upscaling Quality Quality
Frame Generation Off
Animation Quality High
Draw Distance High
Dynamic Object Level of Detail High
Characters Level of Detail High
Environment Level of Detail Medium/High
Dynamic Objects Texture Quality High
Characters Texture Quality High
Environment Texture Quality High
Visual Effects Texture Quality Medium/High
Texture Filtering 16×
Shadow Quality Medium
Screen Space Shadows Medium
Ambient Occlusion High
Screen Space Reflections Medium
Real-Time Reflections Medium
Volumetric Effects Medium
Effects Quality High/Medium
Motion Blur Off
Depth of Field On / preference
Film Grain 0 / Off

For 1440p, change the texture groups to Medium before testing FSR Balanced. Also A/B native FSR 3.1 Quality — if a scene sits at 57–59 with FSR4, the cheaper 3.1 pass may lock it.

Fallback: 1440p FSR Balanced + Medium textures, or remain at 1080p Quality for the steadier 60.

The Witcher 3: Wild Hunt

Target: 2560×1440, 60 FPS, FSR4 Quality, RT Off.

Launch options:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

Settings

In-game setting Recommended
Renderer DirectX 12
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Maximum Frames Per Second 60
Anti-Aliasing / Upscaler XeSS input for OptiScaler
Upscaling Quality Quality
Dynamic Resolution Scaling Off
Ray Tracing Off
NVIDIA HairWorks Off / Geralt only
Number of Background Characters Ultra
Shadow Quality High
Terrain Quality Ultra
Water Quality Ultra
Foliage Visibility Range High
Grass Density High
Texture Quality Ultra+
Detail Level Ultra
Motion Blur Off
Blur Off / preference
Bloom On
Sharpening Low
Ambient Occlusion HBAO+ / highest non-RT option
Depth of Field On
Chromatic Aberration Off
Vignette Preference
Light Shafts On
Screen Space Reflections High

Use XeSS as the OptiScaler input rather than Witcher 3's FSR2 path (the game has FSR 2, not 3.1, so the direct GE swap cannot work here).

CPU caveat: the next-gen DX12 renderer is significantly heavier on the CPU than DX11 — roughly 25% slower in CPU-bound areas — and Novigrad on the 30 W 6-core can dip below 60 with GPU utilization well under 95%. If that happens, no upscaler will fix it: switch to the DX11 renderer with native FSR2/settings and forgo FSR4 for a steadier 60. If OptiScaler refuses to hook on DX12, likewise fall back to native FSR2 Quality and retain the raster settings.

Fallback: FSR4 Balanced / native FSR2 Balanced → DX11 renderer if Novigrad stays CPU-bound.

Windrose

Target: 2560×1440, 60 FPS, FSR4 Quality.

Launch options:

PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%

Settings

In-game setting Recommended
Display Mode Fullscreen
Resolution 2560×1440
VSync Off
Frame Rate Limit 60
Upscaling Method FSR / OptiScaler
Upscaling Quality Quality
Frame Generation Off initially
Global Illumination Medium
Shadows Medium
Anti-Aliasing Medium / controlled by upscaler
View Distance High
Textures High
Effects High
Reflections Medium
Post Processing Low
Grass Draw Distance Medium
Shader Quality High
Motion Blur Off

OptiScaler lists Windrose as compatible with DLSS and FSR3.1/4 inputs. If the game exposes a working native FSR4 option (unverified on the current patch), prefer that and leave launch options blank; if it exposes replaceable FSR 3.1, the direct swap (PROTON_FSR4_UPGRADE="4.1.1" %command%) is simpler than OptiScaler.

Fallback: FSR4 Balanced before lowering output to 1080p.


Optional high-refresh mode

For games where the real/base frame rate already stays around 55–60+ FPS, frame generation can be used as a separate smoothness profile for the 144 Hz monitor:

  • Leave VRR enabled.
  • Enable FG only after the base profile is stable.
  • Aim for roughly 100–120 displayed FPS rather than trying to peg 144.
  • Do not use FG to disguise a 30–40 FPS base in games where latency matters.

For ARC Raiders, keep FG off for the lower input latency unless you personally prefer the smoother presentation.


Steam Controller (2026) — Steam Input profiles

Layouts below assume the 2026 Steam Controller: TMR sticks with capacitive touch, dual haptic trackpads, 6-axis gyro, Grip Sense capacitive zones on the handles, four back buttons (L4/L5 left grip, R4/R5 right grip), analog triggers, connected via the Puck.

Anti-cheat note: Steam Input is OS-level input remapping, not game-file injection. It is safe in every EAC/BattlEye title in this guide (ARC Raiders, DayZ, Elden Ring, Space Marine 2). It changes what the game receives, not what the game is.

Global controller baseline ("Dope Default")

Save this as a template layout, then derive the per-game layouts from it and name them (Dope SM — <Game>), so muscle memory carries across the library.

Element Default Why
Gyro behavior Gyro to Mouse, vertical ratio ~0.75 Highest-fidelity aim; tune sensitivity per game
Gyro activation Right-stick touch (thumb on stick = gyro live) Zero extra effort; lift thumb to reposition
Gyro alternate activation Right Grip Sense squeeze For games where the right thumb leaves the stick a lot
Gyro fallback Gyro As Joystick (Camera) For games whose button prompts flicker on mixed input, or that lose gamepad aim assist with mouse input
Right trackpad As Mouse, ~60% sensitivity ("sniper pad") Slow precise corrections + menu/inventory pointer
Left trackpad Per-game radial / touch menu with haptic ticks The submenu pad — see per-game tables
Back buttons R4 = jump/dodge, R5 = crouch, L4 = sprint, L5 = context (reload/lean/scan) Thumbs never leave the sticks
Triggers Soft pull = aim/gyro-on, full pull = fire (where useful) Steam Input soft/full pull thresholds on the analog triggers
Left-stick touch Walk/quiet-move toggle (stealth games) Free capacitive input most layouts waste

Two conventions used below: Radial Menu = flick toward a segment and release (fast, muscle-memory, haptic tick per segment); Touch Menu = grid of tap targets shown on screen (better for 6+ items you read before choosing). Where a menu entry names a keyboard key, expect the game's button prompts to flip to KB/M glyphs for a moment — harmless in the games where it's recommended, and called out where it isn't.

Aim-heavy profiles (gyro is the point)

ARC Raiders

Input Binding
Gyro As Joystick (Camera) first — keeps gamepad aim assist; test Gyro to Mouse and keep it only if assist behavior feels unchanged
Right pad Camera (joystick), high smoothing — flick checks behind you
Left pad Comms radial: ping, loot ping, danger ping, extraction voteline
Back R4 = vault/jump, R5 = slide, L4 = interact/loot, L5 = quick-heal
Note EAC/Denuvo AC title: Steam Input only, never injection — consistent with the graphics profile

DayZ

Input Binding
Gyro To Mouse, activation = right Grip Sense squeeze while weapon raised
Right pad As Mouse — inventory Tetris with a pointer instead of a stick cursor
Left pad Gear touch menu (10): hotbar keys 1–0 (bandage, rags, gun, mags, food, canteen…)
Back L4 = lean left (Q), L5 = lean right (E), R4 = jump/vault, R5 = crouch (long-press = prone)
Extra Left-stick touch = walk toggle for silent movement; Arma-lineage engine loves mixed KB/M input

S.T.A.L.K.E.R. 2

Input Binding
Gyro To Mouse on LT soft pull (ADS)
Right pad As Mouse, slow — PDA and stash management
Left pad Anomaly radial (7): bandage, medkit, energy drink, bolt, detector, flashlight, knife — the bolt gets its own segment, as tradition demands
Back R4 = jump, R5 = crouch (double-press = low crouch), L4/L5 = lean Q/E

The Forever Winter

Input Binding
Gyro To Mouse on ADS, low sensitivity — slow deliberate shots fit the game
Left pad Scav radial: meds, water, ammo check, drone/scan, flashlight
Back R4 = mantle, R5 = crouch/slide, L4/L5 = lean — stay small, stay quiet

HITMAN World of Assassination

Input Binding
Gyro To Mouse on right-stick touch — silenced-pistol headshots at range
Right pad As Mouse for map and inventory screens
Left pad Improv touch menu (6): quicksave F5, quickload F9, map, notebook, inventory, camera
Back R4 = crouch/blend-in, R5 = sprint, L4 = Instinct (hold), L5 = interact
Note Pairs with the XeSS/OptiScaler graphics profile; prompt flip on the save keys is momentary

007 First Light

Input Binding
Gyro To Mouse on ADS
Left pad Gadget radial: gadget slots, camera/scan, map
Back R4 = dodge/cover, R5 = crouch, L4 = sprint, L5 = gadget quick-use

Cyberpunk 2077

Input Binding
Gyro To Mouse on right-stick touch — CP2077 handles simultaneous gamepad+mouse exceptionally well; Kerenzikov slide + gyro headshot is the whole fantasy
Right pad As Mouse — hacking minigames and menus
Left pad Chrome radial (6): heal, grenade, phone, map, journal, photo mode
Back R4 = jump (double-tap = charge jump), R5 = crouch, L4 = dodge, L5 = scan (hold)

METAL GEAR SOLID Δ: SNAKE EATER

Input Binding
Gyro To Mouse in first-person aim — tranq headshots without stick wobble
Left pad Jungle touch menu: camo menu, radio/codec, map, item favorites
Back R4 = crouch/crawl cycle, R5 = CQC grab relief, L4 = walk-speed, L5 = call radio
Extra Left-stick touch = stalk/slow-walk

Red Dead Redemption 2

Input Binding
Gyro To Mouse on LT (ADS) — Dead Eye + gyro is unfair to the poor NPCs
Right pad As Mouse for satchel/catalogue menus
Left pad Frontier radial (6): whistle horse, weapon wheel (hold), satchel, map, camp/rest, greet
Back R4 = sprint (hold) — no more X-mashing, genuinely the best single change in this whole section; R5 = crouch, L4 = Dead Eye, L5 = focus/lock
Note Prompts flip on mixed input; the game tolerates it fine

GTA V Enhanced

Input Binding
Gyro To Mouse on foot (stick-touch); auto-disabled in the Driving layer
Left pad City radial: phone, interaction menu, map, radio wheel, character switch
Left pad click Toggle Action Layer "Driving": R4/R5 become handbrake / cinematic cam, gyro off, left pad radial swaps to radio/horn/duck
Back (on foot) R4 = sprint, R5 = cover, L4 = jump, L5 = weapon wheel (hold)
Note This is the guide's showcase for Action Layers — one controller, two vehicles-vs-foot personalities

GTA IV

Input Binding
Gyro Optional, To Mouse on ADS
Left pad Liberty radial: phone up, phonebook, map, taxi hail
Back R4 = sprint, R5 = cover, L4 = jump, L5 = reload

The Last of Us Part I / Part II Remastered

Input Binding
Gyro If the port exposes native Motion Aiming, enable it in-game and leave Steam gyro off (native path keeps aim assist); otherwise Gyro to Mouse on LT
Left pad Survivor touch menu: health kit, molotov/bomb, brick/bottle, flashlight, listen-mode reminder
Back R4 = dodge/jump, R5 = crouch (long-press = prone, Part II), L4 = sprint, L5 = Listen Mode (hold)
Extra Part II supports controller shake for the flashlight via native motion — yes, shaking the Steam Controller works

Resident Evil Requiem

Input Binding
Gyro To Mouse on ADS only, low sensitivity — fine aim without breaking horror pacing
Left pad Panic touch menu → d-pad quickslots: emits the RE-engine d-pad shortcut slots (heal, sidearm, knife, flashlight) so the UI never flips to KB/M mid-scare
Back R4 = quick-turn, R5 = crouch, L4 = flashlight, L5 = run

Warhammer 40,000: Space Marine 2

Input Binding
Gyro Optional, To Mouse on ADS for bolter/las precision; melee mostly doesn't need it
Left pad Chapter radial: ping, squad command, stim, ability
Back R5 = parry — off-thumb parry timing against Tyranid swarms is the point of this layout; R4 = dodge, L4 = stim, L5 = ability
Note EAC online title: Steam Input only, matching the no-OptiScaler graphics rule

ICARUS

Input Binding
Gyro To Mouse on ADS (bow + rifle both benefit)
Right pad As Mouse for crafting screens
Left pad Prospector radial (8): hotbar 1–8 — axe, pick, weapon, bandage, water, food, torch, building piece
Back R4 = jump, R5 = crouch, L4 = sprint, L5 = flashlight/torch

Crimson Desert

Input Binding
Gyro To Mouse on bow/aim stance
Left pad Wanderer radial: horse call, potion, map, quest log
Back Combo-heavy fighting system: put the two most chord-awkward attack modifiers on L4/L5, R4 = dodge, R5 = parry

Gamepad-first profiles (gyro off or minimal)

Elden Ring

Input Binding
Gyro Off — mixed input pollutes prompts and adds nothing to lock-on combat
Left pad Pouch touch menu (4): emits the pouch chords (Y+d-pad directions) — flask of wondrous physick, horse whistle, rune arc, lantern without claw-hand
Back R4 = jump, R5 = roll/backstep, L4 = two-hand right (Y+RB chord), L5 = two-hand left (Y+LB chord)
Right pad Camera (joystick) with high smoothing for quick flank checks

Dark Souls Remastered

Input Binding
Gyro Off
Left pad Item scroll wheel: trackpad in Scroll Wheel mode emitting d-pad-down repeats — spin through your item bar with haptic ticks like a rotary phone of estus
Back R4 = jump (replaces the miserable stick-click default), R5 = kick-safe roll, L4/L5 = two-hand chords

Clair Obscur: Expedition 33

Input Binding
Gyro To Mouse only during free-aim shot segments (activation on LT)
Back R4 = Dodge, R5 = Parry, L4 = Jump, L5 = Gradient shift — every timing-critical defensive input lives on the grips so your thumbs never travel during attack strings
Left pad Expedition touch menu: map, journal, party, photo mode
Note This is the layout where back buttons matter most in the entire library — parry windows are tight

Baldur's Gate 3

Input Binding
Gyro Off (turn-based)
Right pad As Mouse — inventory management and precise AoE placement beat the stick cursor; note BG3 swaps its whole UI between controller and KB/M modes when the pointer wakes up, which is fine in camp/inventory, annoying mid-combat
Left pad Camp touch menu: quicksave F5, quickload F8, rest, journal, map
Back R4 = jump (via native radial shortcut), R5 = hide, L4 = highlight objects (hold), L5 = turn-end

The Witcher 3

Input Binding
Gyro To Mouse on crossbow aim only
Left pad Sign radial (5): Aard / Igni / Yrden / Quen / Axii on the sign quick-select keys — flick, release, cast; the haptic tick per segment makes sign-switching feel like flipping a grimoire
Back R4 = roll, R5 = dodge, L4 = Witcher Senses (hold), L5 = quicksave F5

Kingdom Come: Deliverance I & II

Input Binding
Gyro To Mouse on bow draw only — KCD archery has no reticle; gyro turns it from lottery to skill. Keep gyro off in melee: the right stick is your sword arm
Left pad Bohemia radial: torch, horse whistle, map, journal, spyglass (II)
Back R4 = dodge, R5 = perfect block/riposte, L4 = sprint, L5 = walk toggle

Gothic 1 Remake

Input Binding
Gyro Optional on ranged aim
Left pad Colony radial: quickslot potions, weapon draw, map, torch
Back R4 = jump (you will climb everything), R5 = dodge, L4 = sprint, L5 = quicksave F5

Diablo IV

Input Binding
Gyro Off — controller-native ARPG
Left pad Sanctuary touch menu: town portal, emote wheel, map overlay, inventory
Back R4/R5 = duplicate your two most-spammed skills (thumbs stay on movement), L4 = potion, L5 = Evade

Diablo II: Resurrected

Input Binding
Gyro Off
Right pad touch Hold Alt (show ground loot) — resting a thumb on the pad highlights every drop; the single best D2R trick on this hardware
Left pad Skill touch menu (8): F1–F8 skill hotkeys, hybrid KB/M-style play
Back Belt columns 1–4 on L4/L5/R4/R5 — potion discipline like it's 2001
Note Signed-build rule from the graphics section still applies; Steam Input itself is fine

Forza Horizon 6

Input Binding
Gyro Two options: off (serious), or Gyro As Joystick roll-steering on Grip Sense squeeze (party trick that works shockingly well at cruise speeds)
Left pad Horizon radial: ANNA/GPS, photo mode, telemetry, radio, convoy
Back R4 = shift up, R5 = shift down, L4 = clutch/handbrake, L5 = rewind
Extra Left-stick touch = horn. You will not unbind this

Assassin's Creed Black Flag Resynced

Input Binding
Gyro To Mouse on aim (pistols/swivel guns)
Left pad click Toggle Action Layer "Ship": back buttons become full sail / half sail / swivel aim / crew ability; left pad radial swaps to shanty/spyglass/mortar
Back (on foot) R4 = free-run high, R5 = drop/descend, L4 = Eagle Vision, L5 = whistle

Windrose

Input Binding
Gyro To Mouse on aim
Left pad Quickslot radial for consumables/tools; if the game's sailing warrants it, clone the Black Flag "Ship" action layer
Back R4 = jump, R5 = dodge, L4 = sprint, L5 = interact

Workers & Resources: Soviet Republic

Input Binding
Template Full desktop conversion — this is the couch-city-builder flagship layout
Right pad As Mouse (primary pointer), trackpad haptics on
Gyro To Mouse on right Grip Sense — squeeze for big cursor sweeps across the map, pad for fine placement
Triggers RT = left click, LT = right click
Left pad Politburo radial (8): roads, rails, pipes, wires, zones, bulldoze, pause, game-speed — the game's build-tool hotkeys
Back L4 = Shift (queue building), L5 = Ctrl, R4 = rotate object, R5 = pause

Layout housekeeping

  • Name every layout Dope SM — <Game> and share to Community layouts — same distribution philosophy as the gist itself.
  • Test new radial menus in Big Picture with the game paused; set radial activation to "release" not "click" for flick-speed.
  • If a game loses gamepad aim assist the moment gyro-as-mouse moves (some competitive titles do this per-input-event), switch that game's gyro to As Joystick and raise gyro sensitivity to compensate.
  • The Quick Access (…) button opens per-game layout editing mid-session; the Puck keeps latency at ~8 ms, so none of this costs the 60 FPS budget a thing.

Sources / compatibility references

The exact performance of individual patches will change, so these are starting profiles rather than guarantees.

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