dxvk.conf 13.8 KB
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# 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 = 1
# d3d9.maxFrameLatency = 1

# Enables frame rate limiter. The main purpose of this is to work around
# bugs in games that have physics or other simulation tied to their frame
# rate, but do not provide their own limiter.
#
# Supported values : Any non-negative integer

dxgi.maxFrameRate = 240
d3d9.maxFrameRate = 240


# 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 = 222F
dxgi.customVendorId = 10de

# d3d9.customDeviceId = 222F
# d3d9.customVendorId = 10de


# Override the reported device description
#
# Supported values: Any string.

# dxgi.customDeviceDesc = ""
# d3d9.customDeviceDesc = ""



# 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 = 0
# d3d9.presentInterval = 0


# 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


# 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, 12_0, 12_1

# d3d11.maxFeatureLevel = 12_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 = 16


# 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


# Changes the mipmap LOD bias for all samplers. The given number will be
# added to the LOD bias provided by the application, rather than replacing
# it entirely. Positive values will reduce texture detail, while negative
# values may increase sharpness at the cost of shimmer.
#
# Supported values: Any number between -2.0 and 1.0

# d3d11.samplerLodBias = -0.3


# 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 = True


# 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


# Resource size limit for implicit discards, in kilobytes. For small staging
# resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
# storage in order to avoid GPU synchronization, so setting this too high
# may cause memory issues, setting it to -1 disables the feature.

# d3d11.maxImplicitDiscardSize = 256


# Resource size limit for buffer-mapped dynamic images, in kilobytes.
# A higher threshold may reduce memory usage and PCI-E bandwidth in
# some games, but may also increase GPU synchronizations. Setting it
# to -1 disables the feature.

# d3d11.maxDynamicImageBufferSize = -1


# Allocates dynamic resources with the given set of bind flags in
# cached system memory rather than uncached memory or host-visible
# VRAM, in order to allow fast readback from the CPU. This is only
# useful for buggy applications, and may reduce GPU-bound performance.
#
# Supported values: Any combination of the following:
# - v: Vertex buffers
# - i: Index buffers
# - c: Constant buffers
# - r: Shader resources
# - a: All dynamic resources

# d3d11.cachedDynamicResources = ""


# Force-enables the D3D11 context lock via the ID3D10Multithread
# interface. This may be useful to debug race conditions.
#
# Supported values: True, False

# d3d11.enableContextLock = False


# Sets number of pipeline compiler threads.
#
# If the graphics pipeline library feature is enabled, the given
# number of threads will be used for shader compilation. Some of
# these threads will be reserved for high-priority work.
#
# Supported values:
# - 0 to use all available CPU cores
# - 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 graphics pipeline library behaviour
#
# Can be used to change VK_EXT_graphics_pipeline_library usage for
# debugging purpose. Doing so will likely result in increased stutter
# or degraded performance.
#
# Supported values:
# - Auto: Enable if supported, and compile optimized pipelines in the background
# - True: Enable if supported, but do not compile optimized pipelines
# - False: Always disable the feature

# dxvk.enableGraphicsPipelineLibrary = Auto


# Controls pipeline lifetime tracking
#
# If enabled, pipeline libraries will be freed aggressively in order
# save memory and address space. Has no effect if graphics pipeline
# libraries are not supported or disabled.
#
# Supported values:
# - Auto: Enable tracking for 32-bit applications only
# - True: Always enable tracking
# - False: Always disable tracking

# dxvk.trackPipelineLifetime = 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


# 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
# Setting it to True will use a faster but less accurate approach that works for most games.
# Supported values:
# - True: Use a faster but less accurate approach. Good enough for most games
# - False: Disable float emulation completely
# - Strict: Use a slower but more correct approach. Necessary for some games
# - Auto: DXVK will pick automatically

# d3d9.floatEmulation = Auto


# 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

# 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

# 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

# Use D32f for D24
#
# Useful for reproducing AMD issues on other hw.
#
# Supported values:
# - True/False

# d3d9.useD32forD24 = False

# 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

# 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


# 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 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

# Seamless Cubes
#
# Don't use non seamless cube maps even if they are supported.
# Non seamless cubes are correct d3d9 behavior, but can produce worse looking edges.
#
# Supported values:
# - True/False

# d3d9.seamlessCubes = False