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:
- 60 real/base FPS first.
- 1440p output when it can stay close to a locked 60 without an obvious image-quality sacrifice.
- Fall back to 1080p before accepting sustained sub-60 gameplay.
- Use FSR 4.1.1+ where it is actually useful and safe.
- Frame generation is optional only after base FPS is already around 50–60+. Generated frames do not count as reaching the 60 FPS target.
- 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.
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:
- Native FSR 4 in-game → use it, launch options blank, no variables.
- Replaceable native FSR 3.1 DLL → GE-Proton direct swap (no OptiScaler).
- Only DLSS/XeSS/FSR2/baked-in FSR 3.1 → GE-Proton's integrated OptiScaler.
- OptiScaler can't hook (mod-loader games) → manual OptiScaler + ASI loader.
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.
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!.
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.
- 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.
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
| 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.
Target: 1920×1080, 60 FPS, FSR4 Quality.
Launch options:
PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%
| 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.
Target: 2560×1440, 60+ FPS, FSR Quality.
Launch options: leave blank.
| 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.
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%
| 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.
Target: 2560×1440, 60 FPS, native/TAA first.
Launch options: leave blank.
| 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.
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.
| 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.
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).
| 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.
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.
| 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.
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.
| 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.
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.
| 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%.
Target: 2560×1440 or 3840×2160 native, locked 60 FPS (the engine's hard cap).
Launch options: leave blank.
| 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.
Target: 2560×1440 native, 60 FPS, RT Off.
Launch options: leave blank.
| 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.
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.
| 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.
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.
| 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.
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.
| 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.
Target: 2560×1440 native, 60 FPS.
Launch options:
WINEDLLOVERRIDES="dinput8=n,b" %command%
| 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.
Target: 2560×1440, 60 FPS, FSR Quality, RT Off.
Launch options:
PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command% -nobattleye
| 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.
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.
| 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.
Target: 2560×1440, 60 FPS, FSR4 Balanced, RT Off.
Launch options:
PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%
| 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.
Target: 2560×1440 native, 60 FPS.
Launch options: leave blank.
| 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.
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.
| 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.
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.
| 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.
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=1line. The current OptiScaler RDR2 profile requires OptiScaler installed asOptiScaler.asi+ Ultimate ASI Loader asdinput8.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.
| 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.
Target: 2560×1440, 60 FPS, FSR Quality, RT/PT Off.
Launch options: leave blank.
| 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.
Target: 2560×1440 native, 60 FPS.
Launch options: leave blank.
| 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.
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.
| 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.
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.
| 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.
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.
| 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.
- 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.
- 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.
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%
| 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.
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.
| 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.
Target: 2560×1440, 60 FPS, FSR4 Quality, RT Off.
Launch options:
PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%
| 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.
Target: 2560×1440, 60 FPS, FSR4 Quality.
Launch options:
PROTON_USE_OPTISCALER=1 PROTON_FSR4_UPGRADE="4.1.1" %command%
| 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.
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.
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.
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.
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
- 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.
The exact performance of individual patches will change, so these are starting profiles rather than guarantees.
- Steam Controller (2026) hardware overview: https://en.wikipedia.org/wiki/Steam_Controller_(2026)
- Steam Controller (2026) hands-on / Grip Sense gyro activation: https://gardinerbryant.com/steam-controller-2026-review/
- Steam Controller (2026) specs (trackpad LRA haptics, Puck latency, battery): https://www.getjar.com/article/steam-controller-2026-everything-you-need-to-know
- GE-Proton README / FSR4 variables: https://github.com/GloriousEggroll/proton-ge-custom
- GE-Proton11-1 release (OptiScaler integration): https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-1
- GE-Proton11-5 release (EAC hotfix): https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-5
- Proton-CachyOS releases (FSR4 variable semantics, RDNA3 var removal, INT8): https://github.com/CachyOS/proton-cachyos/releases
- OptiScaler compatibility list: https://github.com/optiscaler/OptiScaler/wiki/Compatibility-List
- OptiScaler FSR4 compatibility list (RDNA3 INT8 / 4.1.1 note, black-band artifact list, RADV note): https://github.com/optiscaler/OptiScaler/wiki/fsr4-compatibility-list
- Digital Foundry / Steam Machine hands-on (Cyberpunk 1440p60): via https://www.notebookcheck.net/Hands-on-Valve-Steam-Machine-testing-questions-if-GPU-can-deliver-4K-60-fps-performance.1161598.0.html
- GamersNexus Steam Machine review (hardware/thermals): https://gamersnexus.net/pre-built-pc/valve-steam-machine-review-gpu-cpu-benchmarks-steamos-test-thermals-noise-and-price
- ICARUS Steam page / current system requirements: https://store.steampowered.com/app/1149460/ICARUS/
- ICARUS developer optimization / DX11 and VRAM guidance: https://steamcommunity.com/app/1149460/discussions/0/3195863700529662097/
- ICARUS 2026 Terrain Deformation performance note: https://steamcommunity.com/app/1149460/discussions/2/836123461384414630/
- DayZ Steam page / current requirements and BattlEye: https://store.steampowered.com/app/221100/DayZ/
- DayZ 2026 graphics-settings reference: https://www.ghostarrow.com/dayz-how-to-increase-fps-performance
- OptiScaler manual installation / Linux
WINEDLLOVERRIDES: https://github.com/optiscaler/OptiScaler/wiki/Manual-Installation - AMD FidelityFX supported games: https://www.amd.com/en/products/graphics/technologies/fidelityfx/supported-games.html
- Rockstar GTA V BattlEye /
-nobattleye: https://support.rockstargames.com/articles/eUgRHVRSN2V9gimBT32YX/gtav-title-update-1-69-notes-ps5-ps4-xbox-series-x-s-xbox-one-pc - OptiScaler GTA V Enhanced profile: https://github.com/optiscaler/OptiScaler/wiki/Grand-Theft-Auto-V-Enhanced
- 007 First Light baked-in FSR 3.1.5 / no DLL swap: https://www.techpowerup.com/349394/007-first-light-ships-with-baked-in-fsr-3-1-lacks-fsr-4-support-dll-mods-dont-work
- 007 First Light tuning: https://wccftech.com/how-to/007-first-light-pc-performance-analysis-tuning-guide-how-to-get-best-experience-on-pc/
- ARC Raiders Denuvo AC transition + Proton Hotfix: https://www.gamingonlinux.com/2026/06/arc-raiders-is-broken-for-some-linux-steamos-players-but-a-fix-is-on-the-way/
- ARC Raiders kernel-level anti-cheat test: https://www.techpowerup.com/348897/arc-raiders-dev-tests-new-kernel-level-anti-cheat-solution-raising-questions-about-linux-support
- Assassin's Creed Black Flag Resynced tuning: https://wccftech.com/how-to/assassins-creed-black-flag-resynced-pc-performance-analysis-tuning-guide-how-to-get-best-experience-on-pc/
- Clair Obscur: Expedition 33 OptiScaler profile / patch 1.5 FSR4 note: https://github.com/optiscaler/OptiScaler/wiki/Clair-Obscur-Expedition-33
- Forza Horizon 6 PC tuning: https://wccftech.com/how-to/forza-horizon-6-pc-performance-analysis-tuning-guide/
- Kingdom Come: Deliverance II technical FAQ (FSR 3.1.0): https://www.deepsilver.com/games/kingdom-come-deliverance-ii/news/technical-faq
- Kingdom Come: Deliverance II settings: https://www.pcgamesn.com/kingdom-come-deliverance-2/best-settings
- Resident Evil Requiem tuning: https://wccftech.com/how-to/resident-evil-requiem-pc-performance-analysis-tuning-guide/
- S.T.A.L.K.E.R. 2 OptiScaler profile (FSR3.1-input IQ warning): https://github.com/optiscaler/OptiScaler/wiki/S.T.A.L.K.E.R.-2-Heart-of-Chornobyl
- The Last of Us Part II Remastered PC features (native FSR 4.0): PlayStation official PC page + https://support.nixxes.com/hc/en-us/articles/49360061215507-The-Last-of-Us-Part-II-Remastered-PC-Performance-Tuning
- The Witcher 3 settings reference: https://www.nvidia.com/en-us/geforce/news/the-witcher-3-wild-hunt-graphics-performance-and-tweaking-guide/
- The Witcher 3 OptiScaler profile: https://github.com/optiscaler/OptiScaler/wiki/The-Witcher-3-Wild-Hunt
- Gothic 1 Remake Steam system requirements: https://store.steampowered.com/app/1297900/Gothic_1_Remake/
- METAL GEAR SOLID Δ: SNAKE EATER Steam page: https://store.steampowered.com/app/2417610/METAL_GEAR_SOLID_D_SNAKE_EATER/
- OptiScaler METAL GEAR SOLID Δ profile: https://github.com/optiscaler/OptiScaler/wiki/Metal-Gear-Solid-%CE%94-Snake-Eater
- OptiScaler Diablo IV profile: https://github.com/optiscaler/OptiScaler/wiki/Diablo-4
- OptiScaler Diablo II: Resurrected profile (signed builds, blocked unsigned FFX DLLs): https://github.com/optiscaler/OptiScaler/wiki/Diablo-II-Resurrected
- OptiScaler HITMAN World of Assassination profile (XeSS on AMD, FSR2-input crashes): https://github.com/optiscaler/OptiScaler/wiki/HITMAN-3-World-of-Assassination
- OptiScaler RDR2 profile (OptiScaler.asi + Ultimate ASI Loader + OptiPatcher, spoofing off): https://github.com/optiscaler/OptiScaler/wiki/Red-Dead-Redemption-2
- OptiScaler Crimson Desert profile (XeSS inputs, native Anti-Lag 2): https://github.com/optiscaler/OptiScaler/wiki/Crimson-Desert
- Crimson Desert official PC/console performance specifications: https://crimsondesert.pearlabyss.com/en-us/News/Notice/Detail?_boardNo=62
- The Forever Winter Steam page / current system requirements: https://store.steampowered.com/app/2828860/The_Forever_Winter/
- The Forever Winter PCGamingWiki / upscaling and renderer notes: https://www.pcgamingwiki.com/wiki/The_Forever_Winter
- Space Marine 2 Update 5 DLSS/FSR Frame Generation: https://overclock3d.net/reviews/software/warhammer-40000-space-marine-2-update-5-dlss-fsr-frame-generation-review/5/
- Space Marine 2 GPU/VRAM benchmark: https://www.techspot.com/review/2891-warhammer-space-marine-2-benchmark/
- Windrose tuning: https://wccftech.com/how-to/windrose-pc-performance-analysis-tuning-guide-how-to-get-best-experience-on-pc/