This repository has been archived by the owner on Nov 5, 2022. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 29
/
dxvk.conf
537 lines (397 loc) · 12.5 KB
/
dxvk.conf
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
# Create the VkSurface on the first call to IDXGISwapChain::Present,
# rather than when creating the swap chain. Some games that start
# rendering with a different graphics API may require this option,
# or otherwise the window may stay black.
#
# Supported values: True, False
# dxgi.deferSurfaceCreation = False
# d3d9.deferSurfaceCreation = False
# Enforce a stricter maximum frame latency. Overrides the application
# setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
# Setting this to 0 will have no effect.
#
# Supported values : 0 - 16
# dxgi.maxFrameLatency = 0
# d3d9.maxFrameLatency = 0
# Enables a frame rate limiter, unless the game is already
# limited to the same refresh rate by vertical synchronization.
#
# Supported values : Any non-negative integer
# dxgi.maxFrameRate = 0
# d3d9.maxFrameRate = 0
# Override PCI vendor and device IDs reported to the application. Can
# cause the app to adjust behaviour depending on the selected values.
#
# Supported values: Any four-digit hex number.
# dxgi.customDeviceId = 0000
# dxgi.customVendorId = 0000
# d3d9.customDeviceId = 0000
# d3d9.customVendorId = 0000
# Override the reported device description
#
# Supported values: Any string.
# dxgi.customDeviceDesc = ""
# d3d9.customDeviceDesc = ""
# Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
# to work around issues with NVAPI, but may cause issues in some games.
#
# Supported values: True, False
# dxgi.nvapiHack = True
# Override maximum amount of device memory and shared system memory
# reported to the application. This may fix texture streaming issues
# in games that do not support cards with large amounts of VRAM.
#
# Supported values: Any number in Megabytes.
# dxgi.maxDeviceMemory = 0
# dxgi.maxSharedMemory = 0
# Some games think we are on Intel given a lack of NVAPI or
# AGS/atiadlxx support. Report our device memory as shared memory,
# and some small amount for a "carveout".
# Supported values: True, False
# dxgi.emulateUMA = False
# Override back buffer count for the Vulkan swap chain.
# Setting this to 0 or less will have no effect.
#
# Supported values: Any number greater than or equal to 2.
# dxgi.numBackBuffers = 0
# d3d9.numBackBuffers = 0
# Overrides synchronization interval (Vsync) for presentation.
# Setting this to 0 disables vertical synchronization entirely.
# A positive value 'n' will enable Vsync and repeat the same
# image n times, and a negative value will have no effect.
#
# Supported values: Any non-negative number
# dxgi.syncInterval = -1
# d3d9.presentInterval = -1
# True enables the mailbox present mode in case regular Vsync is disabled.
# This should avoid tearing, but may be unsupported on some systems
# or require setting dxgi.numBackBuffers to a higher value in order
# to work properly.
#
# False enables the relaxed fifo present mode in case regular Vsync is enabled.
# This should result in tearing but reduce stutter if FPS are too low,
# but may be unsupported on some systems.
#
# Please do not report issues with this option.
#
# Supported values: Auto, True, False
# dxgi.tearFree = Auto
# d3d9.tearFree = Auto
# Performs range check on dynamically indexed constant buffers in shaders.
# This may be needed to work around a certain type of game bug, but may
# also introduce incorrect behaviour.
#
# Supported values: True, False
# d3d11.constantBufferRangeCheck = False
# Assume single-use mode for command lists created on deferred contexts.
# This may need to be disabled for some applications to avoid rendering
# issues, which may come at a significant performance cost.
#
# Supported values: True, False
# d3d11.dcSingleUseMode = True
# Override the maximum feature level that a D3D11 device can be created
# with. Setting this to a higher value may allow some applications to run
# that would otherwise fail to create a D3D11 device.
#
# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
# d3d11.maxFeatureLevel = 11_1
# Overrides the maximum allowed tessellation factor. This can be used to
# improve performance in titles which overuse tessellation.
#
# Supported values: Any number between 8 and 64
# d3d11.maxTessFactor = 0
# Enables relaxed pipeline barriers around UAV writes.
#
# This may improve performance in some games, but may also introduce
# rendering issues. Please don't report bugs with the option enabled.
#
# Supported values: True, False
# d3d11.relaxedBarriers = False
# Ignores barriers around UAV writes from fragment shaders.
#
# This may improve performance in some games, but may also introduce
# rendering issues. Please don't report bugs with the option enabled.
#
# Supported values: True, False
# d3d11.ignoreGraphicsBarriers = False
# Overrides anisotropic filtering for all samplers. Set this to a positive
# value to enable AF for all samplers in the game, or to 0 in order to
# disable AF entirely. Negative values will have no effect.
#
# Supported values: Any number between 0 and 16
# d3d11.samplerAnisotropy = -1
# d3d9.samplerAnisotropy = -1
# Declares vertex positions as invariant in order to solve
# potential Z-fighting issues at a small performance cost.
#
# Supported values: True, False
# d3d11.invariantPosition = True
# d3d9.invariantPosition = False
# Forces the sample count of all textures to 1, and performs
# the needed fixups in resolve operations and shaders.
#
# Supported values: True, False
# d3d11.disableMsaa = False
# Clears workgroup memory in compute shaders to zero. Some games don't do
# this and rely on undefined behaviour. Enabling may reduce performance.
#
# Supported values: True, False
# d3d11.zeroWorkgroupMemory = False
# Sets number of pipeline compiler threads.
#
# Supported values:
# - 0 to automatically determine the number of threads to use
# - any positive number to enforce the thread count
# dxvk.numCompilerThreads = 0
# Toggles raw SSBO usage.
#
# Uses storage buffers to implement raw and structured buffer
# views. Enabled by default on hardware which has a storage
# buffer offset alignment requirement of 4 Bytes (e.g. AMD).
# Enabling this may improve performance, but is not safe on
# hardware with higher alignment requirements.
#
# Supported values:
# - Auto: Don't change the default
# - True, False: Always enable / disable
# dxvk.useRawSsbo = Auto
# Controls workaround for NVIDIA HVV Heap bug.
#
# Limits the budget of NVIDIA's HVV (host-visible,
# device-local) heap to be half of the reported size. This is
# needed to avoid NVIDIA driver bug 3114283, and defaults to
# being enabled on all affected drivers.
#
# Supported values:
# - Auto: Don't change the default
# - True, False: Always enable / disable
# dxvk.halveNvidiaHVVHeap = Auto
# Sets enabled HUD elements
#
# Behaves like the DXVK_HUD environment variable if the
# environment variable is not set, otherwise it will be
# ignored. The syntax is identical.
# dxvk.hud =
# Reported shader model
#
# The shader model to state that we support in the device
# capabilities that the applicatation queries.
#
# Supported values:
# - 1: Shader Model 1
# - 2: Shader Model 2
# - 3: Shader Model 3
# d3d9.shaderModel = 3
# Evict Managed on Unlock
#
# Decides whether we should evict managed resources from
# system memory when they are unlocked entirely.
#
# Supported values:
# - True, False: Always enable / disable
# d3d9.evictManagedOnUnlock = False
# DPI Awareness
#
# Decides whether we should call SetProcessDPIAware on device
# creation. Helps avoid upscaling blur in modern Windows on
# Hi-DPI screens/devices.
#
# Supported values:
# - True, False: Always enable / disable
# d3d9.dpiAware = True
# Strict Constant Copies
#
# Decides whether we should always copy defined constants to
# the UBO when relative addressing is used, or only when the
# relative addressing starts a defined constant.
#
# Supported values:
# - True, False: Always enable / disable
# d3d9.strictConstantCopies = False
# Strict Pow
#
# Decides whether we have an opSelect for handling pow(0,0) = 0
# otherwise it becomes undefined.
#
# Supported values:
# - True, False: Always enable / disable
# d3d9.strictPow = True
# Lenient Clear
#
# Decides whether or not we fastpath clear anyway if we are close enough to
# clearing a full render target.
#
# Supported values:
# - True, False: Always enable / disable
# d3d9.lenientClear = False
# Max available memory
#
# Changes the max initial value used in tracking and GetAvailableTextureMem
# Value in Megabytes
#
# Supported values:
# - Max Available Memory: Any int32_t
# - Memory Tracking Testing: True, False
# d3d9.maxAvailableMemory = 4096
# d3d9.memoryTrackTest = False
# Force enable/disable floating point quirk emulation
#
# Force toggle anything * 0 emulation
# Tristate
# Supported values:
# - True/False
# d3d9.floatEmulation =
# Enable dialog box mode
#
# Changes the default state of dialog box mode.
# *Disables* exclusive fullscreen when enabled.
#
# Supported values:
# - True, False: Always enable / disable
# d3d9.enableDialogMode = False
# Overrides the application's MSAA level on the swapchain
#
# Supported values: -1 (application) and 0 to 16 (user override)
# d3d9.forceSwapchainMSAA = -1
# Long Mad
#
# Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
# This solves some rendering bugs in games that have z-pass shaders which
# don't match entirely to the regular vertex shader in this way.
#
# Supported values:
# - True/False
# d3d9.longMad = False
# Alpha Test Wiggle Room
#
# Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
# misc. imprecision on some vendors
#
# Supported values:
# - True/False
# d3d9.alphaTestWiggleRoom = False
# Device Local Constant Buffers
#
# Enables using device local, host accessible memory for constant buffers in D3D9.
# This tends to actually be slower for some reason on AMD,
# and the exact same performance on NVIDIA.
#
# Supported values:
# - True/False
# d3d9.deviceLocalConstantBuffers = False
# Allow Read Only
#
# Enables using the D3DLOCK_READONLY flag. Some apps use this
# incorrectly, and write when they should be reading.
#
# Supported values:
# - True/False
# d3d9.allowLockFlagReadonly = True
# No Explicit Front Buffer
#
# Disables the front buffer
#
# Supported values:
# - True/False
# d3d9.noExplicitFrontBuffer = False
# Support DF formats
#
# Support the vendor extension DF floating point depth formats
#
# Supported values:
# - True/False
# d3d9.supportDFFormats = True
# Support X4R4G4B4
#
# Support the X4R4G4B4 format.
# The Sims 2 is a horrible game made by complete morons.
#
# Supported values:
# - True/False
# d3d9.supportX4R4G4B4 = True
# Support D32
#
# Support the D32 format.
#
# Supported values:
# - True/False
# d3d9.supportD32 = True
# SWVP Constant Counts
#
# The number of constants available when using Software Vertex Processing.
#
# Supported values:
# - Integers
# d3d9.swvpFloatCount = 8192
# d3d9.swvpIntCount = 2048
# d3d9.swvpBoolCount = 2048
# Disable A8 as a Render Target
#
# Disable support for A8 format render targets
# Once again, The Sims 2 is a horrible game made by complete morons.
#
# Supported values:
# - True/False
# d3d9.disableA8RT = False
# Support for VCache Query
#
# Support for the vcache query
# Not very important as a user config.
# Used internally.
#
# Supported values:
# - True/False
# Defaults to True if vendorId == 0x10de
# d3d9.supportVCache = True
# Force Sampler Type Spec Constants
#
# Useful if games use the wrong image and sampler
# type combo like Halo: CE or Spellforce.
# Can fix rendering in older, broken games in some instances.
#
# Supported values:
# - True/False
# d3d9.forceSamplerTypeSpecConstants = False
# Force Aspect Ratio
#
# Only exposes modes with a given aspect ratio.
# Useful for titles that break if they see ultra-wide.
#
# Supported values:
# - Any ratio, ie. "16:9", "4:3"
# d3d9.forceAspectRatio = ""
# Allow Do Not Wait
#
# Allow the do not wait lock flag to be used
# Useful if some apps use this incorrectly.
#
# Supported values:
# - True/False
# d3d9.allowDoNotWait = True
# Allow Discard
#
# Allow the discard lock flag to be used
# Useful if some apps use this incorrectly.
#
# Supported values:
# - True/False
# d3d9.allowDiscard = True
# Enumerate by Displays
#
# Whether we should enumerate D3D9 adapters by display (windows behaviour)
# or by physical adapter.
# May be useful in PRIME setups.
#
# Supported values:
# - True/False
# d3d9.enumerateByDisplays = True
# APITrace Mode
#
# Makes all host visible buffers cached and coherent
# Improves performance when apitracing, but also can impact
# some dumb games.
#
# Supported values:
# - True/False
# d3d9.apitraceMode = False
# d3d11.apitraceMode = False