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- dxvk.enableAsync = true
- # 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 = 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 = ""
- # 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 Nvidia HVV behaviour.
- #
- # Disables the host-visible, device-local heap on Nvidia drivers. This
- # is used to avoid NVIDIA driver bug 3114283 on affected drivers, as
- # well as in specific games on newer drivers.being enabled on all
- # affected drivers.
- #
- # Supported values:
- # - Auto: Don't change the default
- # - True, False: Always enable / disable
- # dxvk.shrinkNvidiaHvvHeap = 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
- # 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
- # 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
- # 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
- # 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
- # Debug Utils
- #
- # Enables debug utils as this is off by default, this enables user annotations like BeginEvent()/EndEvent().
- # Alternatively could be enabled with DXVK_PERF_EVENTS=1 environment variable.
- #
- # Supported values:
- # - True/False
- # dxvk.enableDebugUtils = False
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