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GraphicsOverdrive

Basic and Expert modes, 120+ settings. FSR 1 on any GPU (Direct3D too). Full FSR 3 (upscaling + frame generation) and hardware ray tracing (shadows, bounced light, reflections, water, fire light) on Vulkan. F10 FPS HUD, F11 overlay. Client-side.

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1
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511
Version
1.2.0
Updated
Author
Wubarrk
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Client-only
Required by
2 mods

Compatibility

Pairs well with 1

Not required, but they work well together.

Description

⚡ Graphics Overdrive

GRAPHICS OVERDRIVE VERSION CLIENT SIDE

The gods forged Valheim from ancient mists and towering pines, but its visual power was bound by hidden walls: 150-metre shadow cliffs, sleeping reflections, locked streaming buffers, and rigid engine caps. Break the seals.

Unlock every graphics dial in Valheim — upscaling, frame generation, hardware ray tracing, and in-game auto-tuning.

Graphics Overdrive opens over 120 engine and graphics settings in Unity 6000's Built-in Render Pipeline. Choose between a streamlined Basic menu or an exhaustive Expert menu with live sliders, real-time FPS and VRAM readouts, hardware ray-traced shadows and reflections, and built-in FSR 3 / DLSS upscaling and frame generation.

Take total control with Test and Tune: an endless, automated benchmark flight through every biome where you can tweak every setting live with instantaneous frame-time and low-percentile telemetry, or let Auto-tune find the optimal settings for your target frame rate.


NEW IN 1.2.0

Test and Tune restarts Valheim into a live benchmark flight with every setting unlocked on screen.

You It
Press Test & Tune restarts smoothly into a borderless fly-through of the benchmark world at maximum refresh rate
Press Tab slides up the full settings console with live frame times, 1% and 0.1% lows, VRAM and RT timings
Press A (Auto-tune) tests candidate settings across challenging tour zones and proposes the best configuration for your target FPS
Press L controls the flight: pause, adjust speed, jump biomes, change weather, or sweep time of day
Hold B compares your live adjustments against the baseline configuration you entered with
Press Esc choose Save to keep your settings (backed up first) or Abort to revert every change

🔄 Automatic default updates with Undo · 🌲 1024 px texture pack fit by default · 🕯️ Torches & fires in ray-traced reflections · 🛡️ Smooth Motion startup crash guard


BEFORE YOU INSTALL

If… Then…
🐧 you play on Linux works natively on Vulkan (-force-vulkan). All development and automated testing is performed on native Linux Vulkan.
🪟 you play on Windows add -force-vulkan to your Steam launch options for FSR 3, DLSS, frame generation, and ray tracing. If running as administrator, Native Door uses its registry fallback.
🕹️ you use Direct3D 11 / 12 on Windows Basic and Expert menus, FSR 1 spatial upscaling, and all 120+ engine dials work. FSR 3, DLSS and hardware ray tracing require Vulkan.
🔒 you play on multiplayer servers Graphics Overdrive is 100% client-side. The dedicated server ignores it, and no network traffic is generated.
🔄 you are updating from 1.1.x settings you never changed take 1.2.0 defaults and retuned presets. Both menus show an update notice with one-click Undo, and your previous config is backed up to backups/.
🖼️ you use HD Texture Packs (Willybach etc.) Texture pack fit is set to 1024 px by default, loading massive packs in ~4.6 GB VRAM without out-of-memory crashes.

I

Two ways to tune: simple one-click presets or complete granular control over 120+ engine settings.

🎛️ Dual Menu System available both in the main menu and in-game (Settings > Graphics or via F11)
⚡ Basic Mode clean, modern interface: master presets, ray tracing levels (No RT, RT Blend, RT Ultra), upscaler selector, and render scale slider
🛠️ Expert Mode ten categorized tabs: Resolution & AA, Shadows, Lighting, LOD & Streaming, Terrain & Water, Post-Processing, Engine, and Native
📊 Built-in Telemetry real-time FPS, frame pacing, 1% and 0.1% lows, and dedicated GPU VRAM counters
💾 Custom Presets save and load named graphics profiles directly from the menu
📖 Read the saga — why Valheim leaves its graphics dials locked, and how Graphics Overdrive unlocks them

Valheim runs on Unity 6000's Built-in Render Pipeline with Post Processing Stack v1. The game ships with dormant graphics subsystems:

  • Dormant Screen-Space Reflections (SSR): Post Processing Stack v1 contains a raymarched SSR engine that Valheim leaves disabled. Graphics Overdrive awakens it with adjustable ray count, step size, and distance falloff.
  • SSAO Downsampling: Vanilla renders ambient occlusion below native resolution. Graphics Overdrive allows full-resolution sampling and bilateral blur.
  • Tiny Streaming Buffers: Async GPU uploads default to 4 MB buffers and 2 ms slices, causing stutter during zone transitions. Graphics Overdrive expands streaming bandwidth to eliminate loading hitches.
  • The 150 m Shadow Cliff: Sun shadows normally cut off at 150 m. Graphics Overdrive pushes shadow cascades out to 300 m and beyond with smooth cascade blending.

II

An automated flight through every biome to test, benchmark, and auto-tune your graphics.

🚁 Continuous Tour seamless flight through Meadows, Black Forest, Mountain, Swamp, Plains, and Ocean with no camera cuts
⏱️ Auto-Tune Engine automatically sweeps settings to match your monitor's refresh rate or target frame rate
🎭 Theater View minimal HUD strip showing real-time frame time graph, percentiles, and hardware stats
📊 CSV Export benchmarks export segment-by-segment frame times, low percentiles, and VRAM usage to Benchmarks/
🛡️ Zero Risk the session never touches your saves; exit with Abort to revert every setting, or Save to apply
📖 Read the saga — how Auto-tune optimizes your performance

Auto-tune identifies the heaviest scenes in Valheim—dense Black Forest canopies at dusk, mistland particle effects, and ocean storm reflections. It tests individual graphics parameters across standardized laps, measuring exact frame time delta (in milliseconds) and 1% lows.

Instead of guessing whether shadow resolution or volumetric smoke is causing frame drops, Auto-tune ranks settings by visual impact per millisecond saved, providing a transparent proposal before applying any changes.


III

State-of-the-art temporal upscaling and frame interpolation integrated directly into the Vulkan render pipeline.

🚀 AMD FidelityFX Super Resolution 3 native FSR 3 upscaling from 20% to 100% resolution with sharp motion clarity
⚡ FSR 3 Frame Generation doubles perceived frame rate with temporal motion vector interpolation on all modern GPUs
👁️ DLSS & DLSS Frame Gen optional integration for NVIDIA RTX GPUs when libraries are present
🎯 FSR 1 Spatial Upscaler available on all platforms, including DirectX 11 / 12 and integrated graphics
🛡️ Smooth Motion Guard automatic crash detection protects game launch if driver-level generation fails

IV

Real hardware ray-traced shadows and reflections on Vulkan.

Level What it traces
No RT high-performance rasterized lighting with extended cascades and awakened SSR
RT Blend crisp ray-traced contact shadows near the camera, smoothly blending into soft raster shadows
RT Ultra full ray-traced shadows, ambient occlusion, water reflections, and light-emitting fire cores
📖 Read the saga — ray tracing implementation details

Graphics Overdrive's Native Door interfaces directly with Vulkan ray tracing extensions (VK_KHR_ray_tracing_pipeline / VK_KHR_acceleration_structure). The engine builds bounding volume hierarchies (BVH) for static and dynamic scene geometry, tracing rays for accurate sun shadows, contact hardening, and reflective surfaces.

In 1.2.0, light sources such as torches, braziers, and hearths are injected directly into the ray tracing scene, illuminating wet dungeons, water bodies, and polished halls.


THE TOOLBOX

First five minutes: Install mod → Launch with -force-vulkan → Press F11 in-game → Pick your preset or start Test and Tune.

Key Context Action
F11 In-Game or Main Menu Toggle Graphics Overdrive settings window
Tab Test and Tune Slide up live settings adjustment panel
A Test and Tune Open Auto-tune target and optimization dialog
L Test and Tune Open flight controls (pause, speed, biome, weather)
B (Hold) Test and Tune Momentarily preview baseline settings
H Test and Tune Toggle theater telemetry HUD strip
Esc Test and Tune Open Save / Abort session exit dialog

COMPATIBILITY

Mod / Tool Compatibility Notes
Willybach's HD Valheim ✅ Compatible Automatic 1024 px fit prevents VRAM overflow
Other HD Texture Packs ✅ Compatible TexturePackFit limits memory footprints safely
VikingOS / BarrkUI ✅ Compatible Full UI layout and panel adjustment support
BetterWorlds ✅ Compatible Seamless compatibility across custom world sizes
ServerSync Mods ✅ Compatible 100% client-side; never conflicts with server rules

SETTINGS

🖥️ Client Settings — configured in-game (F11) or in com.wubarrk.graphicsoverdrive.cfg
Section Setting Default Description
[0 - Master] FollowUpdatedDefaults true Automatically adopt retuned presets on mod updates
[1 - Mode] ExpertMode false Switch between Basic 1-page view and 10-tab Expert view
[2 - Presets] ActivePreset Balanced Active preset profile (Balanced, High, Ultra, SSRT, Custom)
[6 - Resolution & AA] TexturePackFit Max1024 Caps oversized texture pack mipmaps to conserve VRAM
[6 - Resolution & AA] ActiveUpscaler FSR3 Active upscaling tech (Vanilla, FSR1, FSR3, DLSS)
[Native] RayTracing true Enable hardware ray tracing subsystem on Vulkan
[Native] RtPreset Ultra Ray tracing quality tier (Blend, Ultra)

CREDITS

Dependencies: BepInExPack Valheim 5.4.2351+ · Credits: AMD FidelityFX Super Resolution 3, meowmeowlikeameowman (ray-traced reflection lights report) · Made by Wubarrk. · License: MIT

Changelog

1.2.0 Latest
  • Updates now bring new defaults to the settings you never changed. Until 1.1.4, a value stayed in your config file forever once it had been written, so a better default or a retuned preset never reached an existing player.
    • At the first start of a new version, every setting you never changed takes that version's default. If you play on a built-in preset, its dials you never changed take the preset's retuned values. Every value you changed stays as you set it. If you changed one dial of a built-in preset, the profile reads Custom as before, and only that dial keeps your value.
    • Both menus then show a notice, "Graphics Overdrive 1.2.0 updated settings you had not changed:", with one line per setting (old value → new value, and why), plus Undo and OK. Undo puts back every listed setting that still has the new value, and the preset name if it changed.
    • Before anything moves, your old config file is copied to BepInEx/config/GraphicsOverdrive/backups/ (the last 5 are kept).
    • Settings that a version removed are dropped from the config file: TerrainDisplacementScale (removed in 1.1.1) and the five diagnostics settings below.
    • New switch: Follow updated defaults ([0 - Master] FollowUpdatedDefaults, on by default, in the Expert view of both menus). Off: an update never changes a value. Removed settings are still dropped.
    • The Native Door applies the same rule to the [Native] settings it reads before the game starts, so both sides agree at the same start. The one-off switch of [Native] RayTracing from 1.1.1 is now an ordinary case of the rule: a config from before 1.1.1 still gets hardware ray tracing on once, and if you turned it off, it stays off, also after the BepInEx/cache folder is cleared (it came back on in 1.1.1 to 1.1.4).
    • How it knows what you changed: the mod keeps a record of the defaults it shipped (shipped-defaults.cfg) and of the preset values it wrote (update-state.json), both in BepInEx/config/GraphicsOverdrive/. For a config from 1.1.4 or older it reads the # Default value: lines in the file, and otherwise a built-in list of past default changes. When it cannot tell, nothing moves.
    • Starting an older version after a newer one changes nothing, and leaves the newer version's record alone.
  • Texture pack fit is now 1024 px by default, on every system. Willybach's HD Valheim loads out of the box: at most 1024 px per texture, about 4.6 GB of video memory on Vulkan (26.6 GB at full size for its HIGHER tier). Without such a pack the setting does nothing. Auto (fit only as far as the GPU needs, Linux and Proton) and your own limit stay available.
    • An existing config that still has the old default, Auto, moves to 1024 at the first 1.2.0 start, with the update notice and Undo. A size you picked yourself stays.
  • Preset retunes. Players on a built-in preset get these through the update notice, with Undo.
    • Smoke puff size (metres; the game uses 4): Balanced 1.6 → 4.0, High 1.8 → 4.5, Ultra 2.0 → 5.0, SSRT 2.4 → 6.0. The presets drew smoke smaller than Vanilla.
    • Grass density: Balanced 1.1 → 1.5, High 1.25 → 1.5 (the game's own density; both drew less grass than Vanilla).
    • Background upload time per frame: Ultra 12 → 8 ms, SSRT 16 → 8 ms.
    • Frames queued ahead of the GPU: 1 → 2 on Balanced, High, Ultra and SSRT (the game's own value; smoother frame pacing, especially with frame generation).
    • Force full texture resolution: now on for Balanced too, as for High and up. It only stops other mods from lowering the texture resolution.
    • The default of every preset dial now equals Balanced's value (24 settings changed, for example shadow distance 300 → 220 m and LOD bias 3 → 2.5). It is what a reset to default gives; nobody's values move because of it.
  • Presets no longer change your camera. Field of view and zoom distance are yours: picking a preset leaves them alone. Your current values stay as they are after the update, and a new install starts at the game's 65° and 8 m. Old preset files that hold camera values still load, and those values are ignored.
  • Removed: five diagnostics settings. [Native] FrameGenUprightInputs, FrameGenOldDepthCopy, FrameGenPlayerMotionVectors and [Native Scaler] DiagnosticFlipMotionX / DiagnosticFlipMotionY are gone from both menus and the config file. The mod always behaves as their defaults did.
  • Ray-traced reflections now show the lights. Torches, fires, braziers and lanterns were missing from ray-traced reflections. Flames are particles, which rays do not hit, so a reflected torch showed its stick and no fire. Thanks to meowmeowlikeameowman for the report.
    • Every light the ray tracing uses now appears as a soft glow at its core. It shows in mirror-smooth surfaces (wet stone, metal, polished floors) and in the sea and lakes, in the light's own steady colour. Rougher surfaces keep the game's own highlight.
    • With Reflections, Water reflections or Global illumination on, the lights also light what those rays see, even with Point lights off. A wall beside a fire, seen in a reflection at night, is no longer dark.
    • Glowing materials of Valheim's own shaders count in reflections now (lanterns, Mistlands glow, lava, Surtling cores), not only the Standard shader's.
    • Lights farther away than the traced range are left out of it (no glow, no light in reflections there).
    • Cost, measured in a test scene at 1280x720 on an RTX 4070 Laptop: about +0.04 ms with 32 lights in reflections, +0.07 ms with reflections and the sea together.
  • Ray tracing levels: No RT, RT Blend, RT Ultra. The Basic view's ray tracing row now offers three levels:
    • No RT: no ray tracing.
    • RT Blend: everything traced, the game's shadows blended in, half resolution.
    • RT Ultra: every ray-traced effect at full resolution, ray-traced shadows only.
    • The range, far shadows, GI strength and softness keep your own values.
    • The old Low, Medium and High levels are gone from the Basic view. A player on one of them keeps every setting, and Basic reads Custom. The old High equals RT Blend exactly.
  • Ray-traced shadows and lighting now reach the whole range at full strength. Before, they faded out over the outer 15% of the range, so RT Ultra (ray-traced sun shadows only) still mixed the game's own shadow in there. Now the hand-over to the game's shadows and lighting starts at the range's end and runs over the next 15%.
    • The game's ambient occlusion stays off whenever ray-traced GI runs, and lights the ray tracing takes over cast no game shadow maps (both checked).
  • New: World benchmark, one continuous flight through the biomes. At the main menu, Settings > Graphics and the F11 window's Engine tab offer it next to the stress test.
    • It runs in its own local world, "GO Benchmark" (a fixed seed, so it is the same world on every PC), with a throwaway character of the same name. It never loads or writes your own worlds or characters, never opens a server port, and never saves the benchmark world. "Delete benchmark world" removes it.
    • The camera flies one closed path through a section of each biome, with the stretches between them flown too and no cut anywhere. It flies round after round until you press Esc, and every finished round is written to the results.
    • Quick: the biomes within about 4.5 km of the start, about 18 minutes a round. Full: every biome of the world, Ashlands and the Deep North included, about 31 minutes a round.
    • It flies what makes a GPU work: forests at a low sun (long ray-traced shadows through the trunks), water near the shore, snow in the morning sun, the Ashlands' lava, and places lit by fires at dusk. Where a section has no lit place, the tour sets up a row of fires itself: local copies of the game's fire visuals only, never saved or sent anywhere, and gone when the run ends.
    • Time of day and weather follow a fixed schedule along the path, so every round flies the same picture and the numbers compare round to round. Both change gradually, never in a jump. The first round flies each biome in its clearest weather, and later rounds go through its other weathers. The sun stays up except where a lit scene is guaranteed, and the camera keeps its heading away from a low sun.
    • Compare: your current settings alone, your settings plus each built-in preset, or your settings plus each ray tracing level. The settings switch once per round at the start of the tour, in the order A B C, then C B A.
    • Creatures are off by default, for repeatable numbers (On is a choice).
    • Seizure safety: the only fades are into the first picture, at the end, and around a settings switch that changes the brightness. Thunderstorms, with their lightning flashes, are left out, and always while the game's own "Reduce flashing lights" is on.
    • Results: results.csv and summary.txt in BepInEx/config/GraphicsOverdrive/Benchmarks/<time>-world/, one row per stretch of the tour and settings set, with the numbers listed under the stress test below.
  • New: Test and Tune. A "Test and Tune" button in both menus, at the main menu and in a world. After you confirm, Valheim restarts into an endless fly-by of the benchmark world, with every setting live and the numbers on screen.
    • The confirm says what happens: "Valheim restarts into Test and Tune at <your screen's largest mode>: an endless fly-by of the benchmark world with every setting live. Nothing is kept until you press Save; Abort or a crash puts everything back. Your worlds and characters are not touched." In a world, the game saves first, as when you quit.
    • The session runs borderless at the screen's largest mode and the desktop's refresh rate, with the frame caps lifted. Both are put back afterwards.
    • Theater layout: the picture fills the screen, with one strip at the bottom: FPS, frame time, 1% and 0.1% lows, video memory, ray tracing GPU time, frame generation rates, a frame-time graph with your target line, and the place being flown. Tab slides up every setting (the F11 window's content) with its value from before the session and its measured cost. Hold B to see the settings you came in with. L opens the fly-by controls: pause, next section, stay here, biome, weather, time of day, height and speed. H hides the strip.
    • Auto-tune (A): pick a target (the refresh rate, half of it, or a number), whether the 1% low or the average has to hold it, the settings it may not touch, and a time limit (10 to 60 minutes, default 20). It flies to the slowest places of the tour and tries each setting there on closed laps, then proposes a Now → After list with the time each change saved, to Keep or Discard. Settings that change the picture's brightness switch behind a short fade.
    • The config file is never written during a session. Esc asks Save or Abort. Save writes it once: as Custom or as a new preset, optionally linked to the resolution. The config from before the session goes into the backups, and both menus show "Test and Tune saved N settings" with Undo. Abort puts every value back. After a crash or a killed game, the next start puts everything back and says so.
    • Settings that only take effect at a game start (the Native Door's own, such as hardware ray tracing; NVIDIA Smooth Motion; texture pack fit) show "Restart to apply": the game restarts straight back into the session.
    • Every session also writes its numbers to Benchmarks/<time>-tune/.
  • NVIDIA Smooth Motion guard. Smooth Motion (frame generation by the NVIDIA driver) can crash the game at start; seen on Linux with a large mod pack. If a start with it stops before the main menu, the next start leaves Smooth Motion off and both menus say so, with "Try it again at the next start" and "Turn it off". Both menus also warn under the Smooth Motion choice.
  • The menu-scene stress test moved onto the new measurement core.
    • Your settings are put back exactly afterwards, including the preset name. It no longer saves a benchmarked_N preset or switches your profile to it.
    • Every run writes results.csv and summary.txt to BepInEx/config/GraphicsOverdrive/Benchmarks/<time>-menu/. They record your GPU, driver, resolution, refresh rate, VSync, frame limit, render scale, preset and loaded plugins, plus per stretch the average, median, p95, p99, 1% and 0.1% lows and hitches, with video memory and ray tracing GPU time when the Native Door runs.
    • Both menus show the last run's summary. The stress test button is now in F11 too.
  • Fixed: a preset linked to a resolution was picked against the wrong size at start. Unity applies the saved window size only after the mods have started, so the start-up check saw the desktop's size (2560x1440 for a 1600x900 window, in a real log). It now waits for the window's real size (20 seconds at most).
  • Fixed: picking FSR 1 no longer switches your profile to Custom. The scaler is picked independently of the preset, like FSR 3 and DLSS.
  • Fixed: Esc no longer opens the game's menu while F11 is using it (reverting a pending display change, or cancelling a hotkey that waits for a key).
  • Documentation: Store README upgraded to Wubarrk store README schema v2.
1.1.4
  • Windows: the Native Door now checks that the Vulkan loader really sees its layers, and says why when it does not. A Windows report showed the gap: the game ran on Vulkan and the Native Door logged "Native Vulkan layer activated", but the Vulkan loader never picked the layers up, so FSR 3, DLSS, frame generation and ray tracing were missing and nothing said why. The player has since confirmed the cause: the game ran with administrator rights, the case the registry route below is for. The check runs at every Vulkan start on Windows, after the Native Door has set up its environment and before the game creates its Vulkan device. Nothing changes on Linux (the same environment, files and log lines as in 1.1.3).
    • What it checks and logs: one "Windows loader check" block in patcher.log (BepInEx/cache/GraphicsOverdrive/vulkan/; the lines also go to BepInEx/LogOutput.log), at every start, also when everything works, because it is what a report needs. It holds: whether the game runs with administrator rights, and whether User Account Control is off on the PC (then every program of an administrator account runs that way, Steam, Gale and the game included); which Vulkan loader it uses (vulkan-1.dll: its path, its file version and the Vulkan version it reports); the Vulkan environment variables that were set on your PC before the start (VK_LAYER_PATH, VK_ADD_LAYER_PATH, VK_INSTANCE_LAYERS, VK_LOADER_LAYERS_ENABLE, VK_LOADER_LAYERS_DISABLE, VK_LOADER_LAYERS_ALLOW, VK_IMPLICIT_LAYER_PATH, VK_ADD_IMPLICIT_LAYER_PATH, VK_LOADER_DEBUG); whether a Vulkan loader settings file (the Vulkan Configurator's way to decide which layers load) is registered; the layers the loader lists, and whether Graphics Overdrive's are among them; and whether Windows can load the layer files. The block ends with one "verdict" line: active through the environment, active through the registry, not active (with the reason), or skipped. If the check itself fails it logs that it was skipped, and the Native Door goes on as in 1.1.3. The game start is never held up by it.
    • A VK_LAYER_PATH on your PC is extended. Some tools and SDKs set VK_LAYER_PATH for the whole system; the Vulkan loader then searches only its folders, never the Native Door's. The Native Door now puts its own folder first in it, for the game's process only; your folders stay after it.
    • The registry route, when the loader still does not list the layers. A common cause is a game with administrator rights: a Steam or Gale started "as administrator", or a Windows build with User Account Control switched off, where every program of an administrator account runs that way. The Vulkan loader then ignores the environment variables the Native Door uses. The Native Door registers its layers (the unlock layer, and the frame generation layer when it is loaded) the way other Vulkan software does: one value per layer under SOFTWARE\Khronos\Vulkan\ImplicitLayers, in HKEY_CURRENT_USER, or in HKEY_LOCAL_MACHINE when the game runs with administrator rights (the loader does not read the user's keys then). A value is named by the full path of the layer's manifest file in BepInEx/cache/GraphicsOverdrive/vulkan/ (VkLayer_wubarrk_graphicsoverdrive.implicit.json or VkLayer_wubarrk_frame_generation.implicit.json) and has the number 0 as its data. The layers switch on only in the game's own process, because they wait for a variable that the Native Door sets there; other Vulkan programs do not load them. The log says "Native Vulkan layer activated through the Windows registry" and names the reason.
    • The registry values are removed again at the next start where the plain route (the environment) works, when you switch the Native Door off, and when the registry route did not help either, so a failed attempt leaves nothing behind (a value in HKEY_LOCAL_MACHINE only by a start with administrator rights; without its manifest file, which every start deletes, it does nothing). Only values whose names end in those two file names are ever touched. If you uninstall the mod while the values are there, delete them by hand (the README says how).
    • The settings page says why the Native Door did not start. When the loader does not see the layers either way, the page shows "The Native Door is on but did not start this session: the Vulkan loader does not list the layer: ..." with the causes that apply: the game runs with administrator rights (and why), VK_LAYER_PATH or VK_LOADER_LAYERS_DISABLE is set, a Vulkan loader settings file or the Vulkan Configurator override layer is active, the Vulkan loader is older than 1.3.207, or Windows could not load a layer file. A layer file Windows cannot load makes the Native Door inactive even when the loader lists the layer, because the loader would skip the file without a word; if only the frame generation layer's file fails, frame generation stays off and the rest works. The mod then leaves the Native Door's router alone: FSR 3, DLSS, frame generation and ray tracing stay off, and everything else, FSR 1 included, works. In 1.1.3 the only trace was the words "native door inactive" in the reason given for FSR 3 and DLSS not being usable.
    • Developed and tested on Linux. The loader check and the registry route are Windows-only code that cannot run there (only their logic could be tested), so their first real run is on a Windows PC. If the Native Door does not start for you, the settings page and the "Windows loader check" block say why, and a report with that block tells us the rest.
  • README: the Windows "tested on" bullets were reworded (what a Windows tester has confirmed, what the loader check is for, what to look at when the Native Door does not start), and the FSR 3 section has a new paragraph, "Windows: how the layer is loaded".
1.1.3
  • FSR 1, on every graphics card and every graphics API. New scaler choice FSR 1: the game's own scaler, with the smaller 3D view brought up to the screen by AMD FSR 1 (edge-adaptive upscaling plus sharpening) instead of the game's plain stretch. It is made of shaders only, so it needs neither the Native Door nor Vulkan: it runs under Direct3D 11 on Windows, where FSR 3 and DLSS cannot. It is meant for integrated graphics and older cards: lower the 3D render scale for more frames per second, and FSR 1 keeps the picture crisp. AMD's modes as render scale: 77 Ultra Quality, 67 Quality, 59 Balanced, 50 Performance.
    • One Scaler row for all scalers, on Settings > Graphics and in the F11 window, in Basic and Expert: Vanilla, FSR 1, and with the Native Door on Vulkan also FSR 3 and DLSS. Without the Native Door the row offers Vanilla and FSR 1; in 1.1.2 that page had no scaler row.
    • FSR 1 sharpening (Expert mode, 0 to 1, default 0.9, which is AMD's own default). 0 switches the sharpening pass off: one pass instead of two, the fastest.
    • FSR 1 only scales up. It runs while the 3D view is smaller than the screen (a render scale below 100, or the game's own 3D resolution setting below the screen's size) and waits otherwise. The status row and the F10 HUD show what it does ("FSR 1 960x540").
    • New settings: [6 - Resolution & AA] UpscaleFilter (Game / FSR1) and Fsr1Sharpness.
    • Tested on Linux with Vulkan, and confirmed by a Windows tester on integrated graphics (Intel HD Graphics 4600). If the picture looks wrong with FSR 1 on your GPU, pick Vanilla on the Scaler row and please report it.

7 older entries, full version history & downloads →

Files

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Manual installation instructions
1

Install BepInExPack Valheim

BepInExPack Valheim is required to run mods in Valheim.

Download BepInExPack Valheim 5.4.2351 · View mod page

Check out the mod page for detailed installation instructions.

2

Install GraphicsOverdrive

This mod only needs to be installed on the client.

Download GraphicsOverdrive 1.2.0

Extract the ZIP and place the file(s) into the BepInEx/plugins/ folder inside your Valheim game folder.