At a glance
- Use game_aspect and game_res for OoT, with a restart for these picture settings.
- DLSS reconstruction, DLAA and generated frames are different features with different conditions.
- Compare genuine rendered frames before assessing a generated-frame display rate.
Set the game image, window and aspect ratio separately
The window size describes the client area shown on the desktop; the game's internal target height determines a rendering workload. They need not be identical. A larger output window does not prove that the game renders every pixel at that same internal resolution.
For OoT, the version-matched INI identifies game_aspect and game_res as the applicable image controls. The generic output_res and render_scale fields do not control this game's picture in the expected manner. This distinction is especially important when copying a device profile containing generic display values.
The reference lists aspect choices including 16:9, 21:9, 32:9 and window, and internal heights including 1080, 1440, 1800, 2160, 2880 and window. These game-specific changes require restarting. Choose a value the GPU can handle, then inspect both image shape and frame pacing.
| Layer | Relevant example | Question to answer |
|---|---|---|
| Desktop window | window_size / fullscreen | How large is the application's visible surface? |
| OoT image shape | game_aspect | Which aspect ratio is being used? |
| OoT internal target | game_res | How much image work is requested? |
| Reconstruction | Supported DLSS / FSR mode | How is a lower-detail input reconstructed? |
| Frame generation | Supported platform-specific option | Are extra display frames inserted between rendered frames? |
DLSS upscaling, DLAA and frame generation
DLSS upscaling reconstructs an output image from a lower internal rendering workload on compatible NVIDIA hardware. DLAA targets image reconstruction/anti-aliasing without using the same lower-resolution trade-off. DLSS Frame Generation adds display frames; it is not simply another name for either upscaling or DLAA.
Do not assume every RTX GPU exposes every DLSS feature. The referenced Windows documentation distinguishes RTX 40/50-series frame-generation capability and the additional multiplier choices available on RTX 50 hardware. Driver support, libraries and the options actually exposed by your version still matter.
Linux has its own NVIDIA NGX/library requirements and configuration names. A Windows frame-generation multiplier or DLL cannot be copied into a native Linux setup as proof of support. Confirm the current platform-specific reference before experimenting, and keep a working baseline with generation disabled.

FSR 3.1 and FSR 4 have different conditions
FSR is a family of features, not a guarantee that every mode works on every GPU. The v0.8.0 release adds FSR 4-related support with explicit Windows, Radeon RX 6000/7000/9000, AMD driver 26.10.1-or-later and corresponding library conditions. The developer also says the release was not run on the target AMD hardware, which limits what those listed conditions establish.
FSR upscaling and a frame-generation library are separate choices with conditional interactions. An FSR 4 selection does not establish that a particular generated-frame path is active. Check the documented library and driver requirements and inspect what the menu/log actually reports.
The native Linux Build Kit does not use the Windows FidelityFX DLL path. Do not download a random replacement DLL or describe Windows feature availability as confirmed Linux support. If an option fails to initialize, return to the known-working mode and preserve its diagnostic message.
| Feature family | What to check | What this guide does not claim |
|---|---|---|
| DLSS / DLAA | Compatible NVIDIA hardware, driver and required library path. | That all RTX devices expose identical modes. |
| DLSS frame generation | GPU generation, platform and supported multiplier. | That generated FPS equals simulation speed. |
| FSR 3.1 | Matching version/platform implementation and mode. | That any FSR feature implies all later features. |
| FSR 4 | Documented Windows/Radeon/driver/library conditions and testing limits. | That this website has verified every listed AMD GPU. |
Understand generated frames before raising the cap
Frame generation inserts additional display frames between the game's rendered frames. It can increase the displayed rate without making the game simulate more steps or accept input at that same higher rate. Image artifacts and input feel therefore need observation independently of the headline FPS number.
In v0.8.0, fps_limit counts frames rendered by the game, with generated frames added on top. The release's example of 60 rendered frames with 4× output reaching 240 display frames illustrates the arithmetic, not a benchmark on your computer or a claim of 240-FPS game logic.
First test the same scene with generation disabled. Record rendered FPS and pacing, then compare the generated mode with the same resolution and reconstruction choice. Changing all three together makes it impossible to attribute the result. High caps above 60 also have experimental timing conditions; follow the version-matched settings reference.
Configure HDR only in a compatible display environment
The configuration reference defaults HDR off and documents HDR/native pathways with operating-system and display requirements. On Windows, check that the intended monitor supports HDR and that the system's Use HDR setting is enabled. A menu choice cannot turn an SDR-only display into an HDR display.
On Wayland, the compositor's color-management support also matters. A requested mode can still produce SDR when the necessary environment is absent. The native path requires a restart according to the reference. Check the actual output and mode rather than assuming the INI request is the final negotiated result.
If the image looks washed out, record the monitor, OS output state and selected game mode. Compare a known-working SDR configuration before changing unrelated gamma and upscaling options. This website has not performed a display calibration or luminance measurement for the port.
Choose NX2navi graphics settings with a repeatable test
There is no source-backed universal best preset across integrated GPUs, older discrete cards, recent RTX hardware and handheld AMD APUs. Required Vulkan extensions remain a separate compatibility gate; lowering resolution does not supply a missing extension or repair a driver fault.
Start with a configuration that launches consistently and a repeatable save/route. Lower or raise the applicable game height, observe the same scene, then test one reconstruction feature. Only after that comparison should you consider frame generation or HDR, each under its own documented conditions.
The performance guide explains memory pressure and repeatable measurements. If the image turns persistently black, switch to black-screen diagnosis. If the process exits, preserve the runtime log and use crashes, instead of treating every failure as a quality-preset problem.
Record the starting configuration
Keep the GPU/driver, platform, game_res, aspect, upscaler, generation mode and cap with a backup INI.
Test one display workload
Change the documented internal target, restart and repeat the same route. Note pacing and image shape as well as average FPS.
Compare reconstruction separately
Choose only an available, documented mode. Observe edges, motion and stability without changing several variables.
Add optional output features last
Evaluate generation or HDR under supported conditions, preserving a way back to the known-working baseline.
COMMON QUESTIONS
Frequently asked questions
Which setting changes OoT resolution?
The reference specifies game_res for the internal target height and game_aspect for image shape. Generic output_res/render_scale fields do not provide the expected control for this game.
Does NX2navi support DLSS?
The project documents DLSS/DLAA and frame-generation options with different hardware and software conditions. Confirm the mode exposed on your GPU and platform.
Is FSR 4 guaranteed on every Radeon?
No. v0.8.0 documents particular Windows, Radeon-generation, driver and library conditions, with stated testing limitations. That is not a universal compatibility guarantee.
Does 240 display FPS mean 240 game simulation frames?
No. Generated frames can be added to rendered frames. The limiter's rendered-frame count and the displayed generated total describe different work.
Why is HDR still SDR after I select it?
The display, OS and compositor must provide the required output environment. Check the effective mode and restart where required; the INI request alone is not proof of HDR output.
SOURCE MATERIAL
Official sources
Use these project references to check the documented behavior and applicable software version. Hardware results and unresolved reports are identified in the relevant sections.
