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WillOfTheMany

dxvk.conf

May 3rd, 2022
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  1. dxvk.enableAsync = true
  2.  
  3. # Create the VkSurface on the first call to IDXGISwapChain::Present,
  4. # rather than when creating the swap chain. Some games that start
  5. # rendering with a different graphics API may require this option,
  6. # or otherwise the window may stay black.
  7. #
  8. # Supported values: True, False
  9.  
  10. # dxgi.deferSurfaceCreation = False
  11. # d3d9.deferSurfaceCreation = False
  12.  
  13.  
  14. # Enforce a stricter maximum frame latency. Overrides the application
  15. # setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
  16. # Setting this to 0 will have no effect.
  17. #
  18. # Supported values : 0 - 16
  19.  
  20. # dxgi.maxFrameLatency = 0
  21. # d3d9.maxFrameLatency = 0
  22.  
  23.  
  24. # Enables a frame rate limiter, unless the game is already
  25. # limited to the same refresh rate by vertical synchronization.
  26. #
  27. # Supported values : Any non-negative integer
  28.  
  29. # dxgi.maxFrameRate = 0
  30. # d3d9.maxFrameRate = 0
  31.  
  32.  
  33. # Override PCI vendor and device IDs reported to the application. Can
  34. # cause the app to adjust behaviour depending on the selected values.
  35. #
  36. # Supported values: Any four-digit hex number.
  37.  
  38. # dxgi.customDeviceId = 0000
  39. # dxgi.customVendorId = 0000
  40.  
  41. # d3d9.customDeviceId = 0000
  42. # d3d9.customVendorId = 0000
  43.  
  44.  
  45. # Override the reported device description
  46. #
  47. # Supported values: Any string.
  48.  
  49. # dxgi.customDeviceDesc = ""
  50. # d3d9.customDeviceDesc = ""
  51.  
  52.  
  53. # Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
  54. # to work around issues with NVAPI, but may cause issues in some games.
  55. #
  56. # Supported values: True, False
  57.  
  58. # dxgi.nvapiHack = True
  59.  
  60.  
  61.  
  62. # Override maximum amount of device memory and shared system memory
  63. # reported to the application. This may fix texture streaming issues
  64. # in games that do not support cards with large amounts of VRAM.
  65. #
  66. # Supported values: Any number in Megabytes.
  67.  
  68. # dxgi.maxDeviceMemory = 0
  69. # dxgi.maxSharedMemory = 0
  70.  
  71.  
  72. # Some games think we are on Intel given a lack of NVAPI or
  73. # AGS/atiadlxx support. Report our device memory as shared memory,
  74. # and some small amount for a "carveout".
  75.  
  76. # Supported values: True, False
  77.  
  78. # dxgi.emulateUMA = False
  79.  
  80.  
  81. # Override back buffer count for the Vulkan swap chain.
  82. # Setting this to 0 or less will have no effect.
  83. #
  84. # Supported values: Any number greater than or equal to 2.
  85.  
  86. # dxgi.numBackBuffers = 0
  87. # d3d9.numBackBuffers = 0
  88.  
  89.  
  90. # Overrides synchronization interval (Vsync) for presentation.
  91. # Setting this to 0 disables vertical synchronization entirely.
  92. # A positive value 'n' will enable Vsync and repeat the same
  93. # image n times, and a negative value will have no effect.
  94. #
  95. # Supported values: Any non-negative number
  96.  
  97. # dxgi.syncInterval = -1
  98. # d3d9.presentInterval = -1
  99.  
  100.  
  101. # True enables the mailbox present mode in case regular Vsync is disabled.
  102. # This should avoid tearing, but may be unsupported on some systems
  103. # or require setting dxgi.numBackBuffers to a higher value in order
  104. # to work properly.
  105. #
  106. # False enables the relaxed fifo present mode in case regular Vsync is enabled.
  107. # This should result in tearing but reduce stutter if FPS are too low,
  108. # but may be unsupported on some systems.
  109. #
  110. # Please do not report issues with this option.
  111. #
  112. # Supported values: Auto, True, False
  113.  
  114. # dxgi.tearFree = Auto
  115. # d3d9.tearFree = Auto
  116.  
  117.  
  118. # Performs range check on dynamically indexed constant buffers in shaders.
  119. # This may be needed to work around a certain type of game bug, but may
  120. # also introduce incorrect behaviour.
  121. #
  122. # Supported values: True, False
  123.  
  124. # d3d11.constantBufferRangeCheck = False
  125.  
  126.  
  127. # Assume single-use mode for command lists created on deferred contexts.
  128. # This may need to be disabled for some applications to avoid rendering
  129. # issues, which may come at a significant performance cost.
  130. #
  131. # Supported values: True, False
  132.  
  133. # d3d11.dcSingleUseMode = True
  134.  
  135.  
  136. # Override the maximum feature level that a D3D11 device can be created
  137. # with. Setting this to a higher value may allow some applications to run
  138. # that would otherwise fail to create a D3D11 device.
  139. #
  140. # Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
  141.  
  142. # d3d11.maxFeatureLevel = 11_1
  143.  
  144.  
  145. # Overrides the maximum allowed tessellation factor. This can be used to
  146. # improve performance in titles which overuse tessellation.
  147. #
  148. # Supported values: Any number between 8 and 64
  149.  
  150. # d3d11.maxTessFactor = 0
  151.  
  152.  
  153. # Enables relaxed pipeline barriers around UAV writes.
  154. #
  155. # This may improve performance in some games, but may also introduce
  156. # rendering issues. Please don't report bugs with the option enabled.
  157. #
  158. # Supported values: True, False
  159.  
  160. # d3d11.relaxedBarriers = False
  161.  
  162.  
  163. # Ignores barriers around UAV writes from fragment shaders.
  164. #
  165. # This may improve performance in some games, but may also introduce
  166. # rendering issues. Please don't report bugs with the option enabled.
  167. #
  168. # Supported values: True, False
  169.  
  170. # d3d11.ignoreGraphicsBarriers = False
  171.  
  172.  
  173. # Overrides anisotropic filtering for all samplers. Set this to a positive
  174. # value to enable AF for all samplers in the game, or to 0 in order to
  175. # disable AF entirely. Negative values will have no effect.
  176. #
  177. # Supported values: Any number between 0 and 16
  178.  
  179. # d3d11.samplerAnisotropy = -1
  180. # d3d9.samplerAnisotropy = -1
  181.  
  182.  
  183. # Declares vertex positions as invariant in order to solve
  184. # potential Z-fighting issues at a small performance cost.
  185. #
  186. # Supported values: True, False
  187.  
  188. # d3d11.invariantPosition = True
  189. # d3d9.invariantPosition = True
  190.  
  191.  
  192. # Forces the sample count of all textures to 1, and performs
  193. # the needed fixups in resolve operations and shaders.
  194. #
  195. # Supported values: True, False
  196.  
  197. # d3d11.disableMsaa = False
  198.  
  199.  
  200. # Clears workgroup memory in compute shaders to zero. Some games don't do
  201. # this and rely on undefined behaviour. Enabling may reduce performance.
  202. #
  203. # Supported values: True, False
  204.  
  205. # d3d11.zeroWorkgroupMemory = False
  206.  
  207.  
  208. # Resource size limit for implicit discards, in kilobytes. For small staging
  209. # resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
  210. # storage in order to avoid GPU synchronization, so setting this too high
  211. # may cause memory issues, setting it to -1 disables the feature.
  212.  
  213. # d3d11.maxImplicitDiscardSize = 256
  214.  
  215.  
  216. # Resource size limit for buffer-mapped dynamic images, in kilobytes.
  217. # A higher threshold may reduce memory usage and PCI-E bandwidth in
  218. # some games, but may also increase GPU synchronizations. Setting it
  219. # to -1 disables the feature.
  220.  
  221. # d3d11.maxDynamicImageBufferSize = -1
  222.  
  223.  
  224. # Allocates dynamic resources with the given set of bind flags in
  225. # cached system memory rather than uncached memory or host-visible
  226. # VRAM, in order to allow fast readback from the CPU. This is only
  227. # useful for buggy applications, and may reduce GPU-bound performance.
  228. #
  229. # Supported values: Any combination of the following:
  230. # - v: Vertex buffers
  231. # - i: Index buffers
  232. # - c: Constant buffers
  233. # - r: Shader resources
  234. # - a: All dynamic resources
  235.  
  236. # d3d11.cachedDynamicResources = ""
  237.  
  238.  
  239. # Sets number of pipeline compiler threads.
  240. #
  241. # Supported values:
  242. # - 0 to automatically determine the number of threads to use
  243. # - any positive number to enforce the thread count
  244.  
  245. # dxvk.numCompilerThreads = 0
  246.  
  247.  
  248. # Toggles raw SSBO usage.
  249. #
  250. # Uses storage buffers to implement raw and structured buffer
  251. # views. Enabled by default on hardware which has a storage
  252. # buffer offset alignment requirement of 4 Bytes (e.g. AMD).
  253. # Enabling this may improve performance, but is not safe on
  254. # hardware with higher alignment requirements.
  255. #
  256. # Supported values:
  257. # - Auto: Don't change the default
  258. # - True, False: Always enable / disable
  259.  
  260. # dxvk.useRawSsbo = Auto
  261.  
  262.  
  263. # Controls Nvidia HVV behaviour.
  264. #
  265. # Disables the host-visible, device-local heap on Nvidia drivers. This
  266. # is used to avoid NVIDIA driver bug 3114283 on affected drivers, as
  267. # well as in specific games on newer drivers.being enabled on all
  268. # affected drivers.
  269. #
  270. # Supported values:
  271. # - Auto: Don't change the default
  272. # - True, False: Always enable / disable
  273.  
  274. # dxvk.shrinkNvidiaHvvHeap = Auto
  275.  
  276.  
  277. # Sets enabled HUD elements
  278. #
  279. # Behaves like the DXVK_HUD environment variable if the
  280. # environment variable is not set, otherwise it will be
  281. # ignored. The syntax is identical.
  282.  
  283. # dxvk.hud =
  284.  
  285.  
  286. # Reported shader model
  287. #
  288. # The shader model to state that we support in the device
  289. # capabilities that the applicatation queries.
  290. #
  291. # Supported values:
  292. # - 1: Shader Model 1
  293. # - 2: Shader Model 2
  294. # - 3: Shader Model 3
  295.  
  296. # d3d9.shaderModel = 3
  297.  
  298.  
  299. # Evict Managed on Unlock
  300. #
  301. # Decides whether we should evict managed resources from
  302. # system memory when they are unlocked entirely.
  303. #
  304. # Supported values:
  305. # - True, False: Always enable / disable
  306.  
  307. # d3d9.evictManagedOnUnlock = False
  308.  
  309.  
  310. # DPI Awareness
  311. #
  312. # Decides whether we should call SetProcessDPIAware on device
  313. # creation. Helps avoid upscaling blur in modern Windows on
  314. # Hi-DPI screens/devices.
  315. #
  316. # Supported values:
  317. # - True, False: Always enable / disable
  318.  
  319. # d3d9.dpiAware = True
  320.  
  321.  
  322. # Strict Constant Copies
  323. #
  324. # Decides whether we should always copy defined constants to
  325. # the UBO when relative addressing is used, or only when the
  326. # relative addressing starts a defined constant.
  327. #
  328. # Supported values:
  329. # - True, False: Always enable / disable
  330.  
  331. # d3d9.strictConstantCopies = False
  332.  
  333.  
  334. # Strict Pow
  335. #
  336. # Decides whether we have an opSelect for handling pow(0,0) = 0
  337. # otherwise it becomes undefined.
  338. #
  339. # Supported values:
  340. # - True, False: Always enable / disable
  341.  
  342. # d3d9.strictPow = True
  343.  
  344.  
  345. # Lenient Clear
  346. #
  347. # Decides whether or not we fastpath clear anyway if we are close enough to
  348. # clearing a full render target.
  349. #
  350. # Supported values:
  351. # - True, False: Always enable / disable
  352.  
  353. # d3d9.lenientClear = False
  354.  
  355.  
  356. # Max available memory
  357. #
  358. # Changes the max initial value used in tracking and GetAvailableTextureMem
  359. # Value in Megabytes
  360. #
  361. # Supported values:
  362. # - Max Available Memory: Any int32_t
  363. # - Memory Tracking Testing: True, False
  364.  
  365. # d3d9.maxAvailableMemory = 4096
  366. # d3d9.memoryTrackTest = False
  367.  
  368.  
  369. # Force enable/disable floating point quirk emulation
  370. #
  371. # Force toggle anything * 0 emulation
  372. # Setting it to True will use a faster but less accurate approach that works for most games.
  373. # Supported values:
  374. # - True: Use a faster but less accurate approach. Good enough for most games
  375. # - False: Disable float emulation completely
  376. # - Strict: Use a slower but more correct approach. Necessary for some games
  377. # - Auto: DXVK will pick automatically
  378.  
  379. # d3d9.floatEmulation = Auto
  380.  
  381.  
  382. # Enable dialog box mode
  383. #
  384. # Changes the default state of dialog box mode.
  385. # *Disables* exclusive fullscreen when enabled.
  386. #
  387. # Supported values:
  388. # - True, False: Always enable / disable
  389.  
  390. # d3d9.enableDialogMode = False
  391.  
  392. # Overrides the application's MSAA level on the swapchain
  393. #
  394. # Supported values: -1 (application) and 0 to 16 (user override)
  395.  
  396. # d3d9.forceSwapchainMSAA = -1
  397.  
  398.  
  399. # Long Mad
  400. #
  401. # Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
  402. # This solves some rendering bugs in games that have z-pass shaders which
  403. # don't match entirely to the regular vertex shader in this way.
  404. #
  405. # Supported values:
  406. # - True/False
  407.  
  408. # d3d9.longMad = False
  409.  
  410. # Alpha Test Wiggle Room
  411. #
  412. # Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
  413. # misc. imprecision on some vendors
  414. #
  415. # Supported values:
  416. # - True/False
  417.  
  418. # d3d9.alphaTestWiggleRoom = False
  419.  
  420. # Device Local Constant Buffers
  421. #
  422. # Enables using device local, host accessible memory for constant buffers in D3D9.
  423. # This tends to actually be slower for some reason on AMD,
  424. # and the exact same performance on NVIDIA.
  425. #
  426. # Supported values:
  427. # - True/False
  428.  
  429. # d3d9.deviceLocalConstantBuffers = False
  430.  
  431. # No Explicit Front Buffer
  432. #
  433. # Disables the front buffer
  434. #
  435. # Supported values:
  436. # - True/False
  437.  
  438. # d3d9.noExplicitFrontBuffer = False
  439.  
  440. # Support DF formats
  441. #
  442. # Support the vendor extension DF floating point depth formats
  443. #
  444. # Supported values:
  445. # - True/False
  446.  
  447. # d3d9.supportDFFormats = True
  448.  
  449. # Support X4R4G4B4
  450. #
  451. # Support the X4R4G4B4 format.
  452. # The Sims 2 is a horrible game made by complete morons.
  453. #
  454. # Supported values:
  455. # - True/False
  456.  
  457. # d3d9.supportX4R4G4B4 = True
  458.  
  459. # Support D32
  460. #
  461. # Support the D32 format.
  462. #
  463. # Supported values:
  464. # - True/False
  465.  
  466. # d3d9.supportD32 = True
  467.  
  468. # Disable A8 as a Render Target
  469. #
  470. # Disable support for A8 format render targets
  471. # Once again, The Sims 2 is a horrible game made by complete morons.
  472. #
  473. # Supported values:
  474. # - True/False
  475.  
  476. # d3d9.disableA8RT = False
  477.  
  478. # Support for VCache Query
  479. #
  480. # Support for the vcache query
  481. # Not very important as a user config.
  482. # Used internally.
  483. #
  484. # Supported values:
  485. # - True/False
  486.  
  487. # Defaults to True if vendorId == 0x10de
  488. # d3d9.supportVCache = True
  489.  
  490. # Force Sampler Type Spec Constants
  491. #
  492. # Useful if games use the wrong image and sampler
  493. # type combo like Halo: CE or Spellforce.
  494. # Can fix rendering in older, broken games in some instances.
  495. #
  496. # Supported values:
  497. # - True/False
  498.  
  499. # d3d9.forceSamplerTypeSpecConstants = False
  500.  
  501. # Force Aspect Ratio
  502. #
  503. # Only exposes modes with a given aspect ratio.
  504. # Useful for titles that break if they see ultra-wide.
  505. #
  506. # Supported values:
  507. # - Any ratio, ie. "16:9", "4:3"
  508.  
  509. # d3d9.forceAspectRatio = ""
  510.  
  511. # Allow Do Not Wait
  512. #
  513. # Allow the do not wait lock flag to be used
  514. # Useful if some apps use this incorrectly.
  515. #
  516. # Supported values:
  517. # - True/False
  518.  
  519. # d3d9.allowDoNotWait = True
  520.  
  521. # Allow Discard
  522. #
  523. # Allow the discard lock flag to be used
  524. # Useful if some apps use this incorrectly.
  525. #
  526. # Supported values:
  527. # - True/False
  528.  
  529. # d3d9.allowDiscard = True
  530.  
  531. # Enumerate by Displays
  532. #
  533. # Whether we should enumerate D3D9 adapters by display (windows behaviour)
  534. # or by physical adapter.
  535. # May be useful in PRIME setups.
  536. #
  537. # Supported values:
  538. # - True/False
  539.  
  540. # d3d9.enumerateByDisplays = True
  541.  
  542. # APITrace Mode
  543. #
  544. # Makes all host visible buffers cached and coherent
  545. # Improves performance when apitracing, but also can impact
  546. # some dumb games.
  547. #
  548. # Supported values:
  549. # - True/False
  550.  
  551. # d3d9.apitraceMode = False
  552.  
  553. # Debug Utils
  554. #
  555. # Enables debug utils as this is off by default, this enables user annotations like BeginEvent()/EndEvent().
  556. # Alternatively could be enabled with DXVK_PERF_EVENTS=1 environment variable.
  557. #
  558. # Supported values:
  559. # - True/False
  560.  
  561. # dxvk.enableDebugUtils = False
  562.  
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