2023-01-06 15:41:30 +01:00
|
|
|
# Expose the HDR10 ColorSpace (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
|
|
|
|
# to the application by default.
|
|
|
|
# This shows to the game that the global Windows 'HDR Mode' is enabled.
|
|
|
|
# Many (broken) games will need this to be set to consider exposing HDR output
|
|
|
|
# as determine it based on the DXGIOutput's current ColorSpace instead of
|
|
|
|
# using CheckColorSpaceSupport.
|
|
|
|
# This defaults to the value of the DXVK_HDR environment variable.
|
|
|
|
#
|
|
|
|
# Supported values: True, False
|
|
|
|
|
|
|
|
# dxgi.enableHDR = True
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
# 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
|
2019-12-16 04:28:01 +01:00
|
|
|
# d3d9.deferSurfaceCreation = False
|
2019-04-26 19:48:46 +02:00
|
|
|
|
|
|
|
|
|
|
|
# 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
|
2019-12-16 04:28:01 +01:00
|
|
|
# d3d9.maxFrameLatency = 0
|
2019-04-26 19:48:46 +02:00
|
|
|
|
|
|
|
|
2022-08-17 01:49:42 +02:00
|
|
|
# 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.
|
|
|
|
#
|
2021-06-09 08:05:55 +02:00
|
|
|
# Supported values : Any non-negative integer
|
|
|
|
|
2021-06-09 03:46:12 +02:00
|
|
|
# dxgi.maxFrameRate = 0
|
2021-06-09 08:05:55 +02:00
|
|
|
# d3d9.maxFrameRate = 0
|
|
|
|
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
# 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
|
|
|
|
|
2019-12-16 04:28:01 +01:00
|
|
|
# d3d9.customDeviceId = 0000
|
|
|
|
# d3d9.customVendorId = 0000
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
|
2021-05-12 00:32:41 +02:00
|
|
|
# Override the reported device description
|
|
|
|
#
|
|
|
|
# Supported values: Any string.
|
|
|
|
|
|
|
|
# dxgi.customDeviceDesc = ""
|
|
|
|
# d3d9.customDeviceDesc = ""
|
|
|
|
|
|
|
|
|
2023-08-14 19:44:07 +02:00
|
|
|
# Report Nvidia GPUs as AMD GPUs. Unless NVAPI support is explicitly
|
|
|
|
# enabled through proton, this is done by default in order to work
|
|
|
|
# around crashes or low performance with Nvidia-speciic code paths
|
|
|
|
# in games, especially Unreal Engine.
|
2019-04-26 19:48:46 +02:00
|
|
|
#
|
2023-08-14 19:14:18 +02:00
|
|
|
# Supported values: Auto, True, False
|
2019-04-26 19:48:46 +02:00
|
|
|
|
2023-08-14 19:14:18 +02:00
|
|
|
# dxgi.hideNvidiaGpu = Auto
|
2019-04-26 19:48:46 +02:00
|
|
|
|
|
|
|
|
2023-08-14 19:44:07 +02:00
|
|
|
# Report AMD GPUs as Nvidia GPUs. This is only done for games that are
|
|
|
|
# known to have issues with AMDAGS or other AMD-specific code paths.
|
|
|
|
#
|
|
|
|
# Supported values: Auto, True, False
|
|
|
|
|
|
|
|
# dxgi.hideAmdGpu = Auto
|
|
|
|
|
|
|
|
|
|
|
|
# Report Intel GPUs as AMD GPUs. This is only done for games that are
|
|
|
|
# known to have issues with Intel-specific libraries such as XESS.
|
|
|
|
#
|
|
|
|
# Supported values: Auto, True, False
|
|
|
|
|
|
|
|
# dxgi.hideIntelGpu = Auto
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
|
|
|
|
# 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
|
|
|
|
|
|
|
|
|
2021-05-12 01:00:02 +02:00
|
|
|
# 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
|
|
|
|
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
# 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
|
2021-02-27 21:49:37 +01:00
|
|
|
# d3d9.numBackBuffers = 0
|
2019-04-26 19:48:46 +02:00
|
|
|
|
|
|
|
|
|
|
|
# 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
|
|
|
|
|
2021-02-27 21:49:37 +01:00
|
|
|
# dxgi.syncInterval = -1
|
2019-12-16 04:28:01 +01:00
|
|
|
# d3d9.presentInterval = -1
|
2019-04-26 19:48:46 +02:00
|
|
|
|
|
|
|
|
2020-05-02 10:18:13 +02:00
|
|
|
# True enables the mailbox present mode in case regular Vsync is disabled.
|
2020-04-12 20:25:20 +02:00
|
|
|
# This should avoid tearing, but may be unsupported on some systems
|
|
|
|
# or require setting dxgi.numBackBuffers to a higher value in order
|
2020-05-02 10:18:13 +02:00
|
|
|
# to work properly.
|
2020-04-12 20:25:20 +02:00
|
|
|
#
|
2020-05-02 10:18:13 +02:00
|
|
|
# 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
|
2020-04-12 20:25:20 +02:00
|
|
|
|
2023-05-31 15:57:34 +02:00
|
|
|
# dxvk.tearFree = Auto
|
2020-04-12 20:25:20 +02:00
|
|
|
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
# 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.
|
|
|
|
#
|
2022-08-31 22:34:00 +02:00
|
|
|
# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1, 12_0, 12_1
|
2019-04-26 19:48:46 +02:00
|
|
|
|
2022-09-19 16:09:48 +02:00
|
|
|
# d3d11.maxFeatureLevel = 12_1
|
2019-04-26 19:48:46 +02:00
|
|
|
|
|
|
|
|
|
|
|
# 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
|
|
|
|
|
|
|
|
|
2021-09-08 15:20:01 +02:00
|
|
|
# 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
|
|
|
|
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
# 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
|
2021-02-27 21:49:37 +01:00
|
|
|
# d3d9.samplerAnisotropy = -1
|
2019-04-26 19:48:46 +02:00
|
|
|
|
|
|
|
|
2022-08-01 12:08:11 +02:00
|
|
|
# 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 = 0.0
|
2023-05-20 13:47:10 +02:00
|
|
|
# d3d9.samplerLodBias = 0.0
|
2022-08-01 12:08:11 +02:00
|
|
|
|
2023-05-20 14:04:11 +02:00
|
|
|
|
|
|
|
# Clamps any negative LOD bias to 0. Applies after samplerLodBias has been
|
|
|
|
# applied. May help with games that use a high negative LOD bias by default.
|
|
|
|
#
|
|
|
|
# Supported values: True, False
|
|
|
|
|
2023-05-20 14:08:00 +02:00
|
|
|
# d3d11.clampNegativeLodBias = False
|
2023-05-20 14:04:11 +02:00
|
|
|
# d3d9.clampNegativeLodBias = False
|
|
|
|
|
|
|
|
|
2020-01-23 01:28:19 +01:00
|
|
|
# Declares vertex positions as invariant in order to solve
|
|
|
|
# potential Z-fighting issues at a small performance cost.
|
|
|
|
#
|
|
|
|
# Supported values: True, False
|
|
|
|
|
2021-01-28 20:09:10 +01:00
|
|
|
# d3d11.invariantPosition = True
|
2022-04-09 13:40:46 +02:00
|
|
|
# d3d9.invariantPosition = True
|
2020-01-23 01:28:19 +01:00
|
|
|
|
|
|
|
|
2023-01-08 00:51:13 +01:00
|
|
|
# Forces per-sample rate shading when MSAA is enabled, rather than per-pixel
|
|
|
|
# shading. May improve visual clarity at a significant performance cost, but
|
|
|
|
# may also introduce visual issues in some games.
|
|
|
|
#
|
|
|
|
# Supported values: True, False
|
|
|
|
|
|
|
|
# d3d11.forceSampleRateShading = False
|
2023-01-08 01:05:50 +01:00
|
|
|
# d3d9.forceSampleRateShading = False
|
2023-01-08 00:51:13 +01:00
|
|
|
|
|
|
|
|
2021-07-02 04:39:26 +02:00
|
|
|
# Forces the sample count of all textures to 1, and performs
|
|
|
|
# the needed fixups in resolve operations and shaders.
|
2019-11-30 17:01:44 +01:00
|
|
|
#
|
|
|
|
# Supported values: True, False
|
|
|
|
|
2021-07-02 04:39:26 +02:00
|
|
|
# d3d11.disableMsaa = False
|
2019-11-30 17:01:44 +01:00
|
|
|
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
# 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
|
|
|
|
|
|
|
|
|
2022-02-14 04:11:36 +01:00
|
|
|
# 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
|
2022-02-22 05:28:44 +01:00
|
|
|
# may cause memory issues, setting it to -1 disables the feature.
|
2022-02-14 04:11:36 +01:00
|
|
|
|
|
|
|
# d3d11.maxImplicitDiscardSize = 256
|
|
|
|
|
|
|
|
|
2022-02-22 05:28:44 +01:00
|
|
|
# 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
|
|
|
|
|
|
|
|
|
2022-02-28 23:39:55 +01:00
|
|
|
# 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 = ""
|
|
|
|
|
|
|
|
|
2022-08-24 12:27:02 +02:00
|
|
|
# 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
|
|
|
|
|
|
|
|
|
2019-04-26 19:48:46 +02:00
|
|
|
# Sets number of pipeline compiler threads.
|
|
|
|
#
|
2022-08-11 20:20:59 +02:00
|
|
|
# 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.
|
|
|
|
#
|
2019-04-26 19:48:46 +02:00
|
|
|
# Supported values:
|
2022-08-11 20:20:59 +02:00
|
|
|
# - 0 to use all available CPU cores
|
2019-04-26 19:48:46 +02:00
|
|
|
# - 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
|
|
|
|
|
|
|
|
|
2023-03-01 11:52:55 +01:00
|
|
|
# Changes memory chunk size.
|
|
|
|
#
|
|
|
|
# Can be used to override the maximum memory chunk size.
|
|
|
|
#
|
|
|
|
# Supported values:
|
|
|
|
# - 0 to use the defaults
|
|
|
|
# - any positive integer to limit the chunk size, in MiB
|
|
|
|
|
|
|
|
# dxvk.maxChunkSize = 0
|
|
|
|
|
|
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2022-07-05 18:56:43 +02:00
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# Controls graphics pipeline library behaviour
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#
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# Can be used to change VK_EXT_graphics_pipeline_library usage for
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# debugging purpose. Doing so will likely result in increased stutter
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# or degraded performance.
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#
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# Supported values:
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# - Auto: Enable if supported, and compile optimized pipelines in the background
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# - True: Enable if supported, but do not compile optimized pipelines
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# - False: Always disable the feature
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# dxvk.enableGraphicsPipelineLibrary = Auto
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2022-08-09 04:54:42 +02:00
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# Controls pipeline lifetime tracking
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#
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# If enabled, pipeline libraries will be freed aggressively in order
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# save memory and address space. Has no effect if graphics pipeline
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# libraries are not supported or disabled.
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#
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# Supported values:
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# - Auto: Enable tracking for 32-bit applications only
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# - True: Always enable tracking
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# - False: Always disable tracking
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# dxvk.trackPipelineLifetime = Auto
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2019-08-01 12:37:55 +02:00
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# Sets enabled HUD elements
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#
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# Behaves like the DXVK_HUD environment variable if the
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# environment variable is not set, otherwise it will be
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# ignored. The syntax is identical.
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# dxvk.hud =
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2019-12-16 04:28:01 +01:00
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# Reported shader model
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#
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# The shader model to state that we support in the device
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# capabilities that the applicatation queries.
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#
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# Supported values:
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# - 1: Shader Model 1
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# - 2: Shader Model 2
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# - 3: Shader Model 3
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# d3d9.shaderModel = 3
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# DPI Awareness
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#
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# Decides whether we should call SetProcessDPIAware on device
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# creation. Helps avoid upscaling blur in modern Windows on
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# Hi-DPI screens/devices.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.dpiAware = True
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# Strict Constant Copies
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#
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# Decides whether we should always copy defined constants to
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2020-08-14 18:28:32 +02:00
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# the UBO when relative addressing is used, or only when the
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2019-12-16 04:28:01 +01:00
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# relative addressing starts a defined constant.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.strictConstantCopies = False
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# Strict Pow
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#
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# Decides whether we have an opSelect for handling pow(0,0) = 0
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# otherwise it becomes undefined.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.strictPow = True
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# Lenient Clear
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#
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# Decides whether or not we fastpath clear anyway if we are close enough to
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# clearing a full render target.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.lenientClear = False
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# Max available memory
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#
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# Changes the max initial value used in tracking and GetAvailableTextureMem
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# Value in Megabytes
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#
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# Supported values:
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2021-02-27 21:49:37 +01:00
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# - Max Available Memory: Any int32_t
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# - Memory Tracking Testing: True, False
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2019-12-16 04:28:01 +01:00
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# d3d9.maxAvailableMemory = 4096
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2021-02-27 21:49:37 +01:00
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# d3d9.memoryTrackTest = False
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2019-12-16 04:28:01 +01:00
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# Force enable/disable floating point quirk emulation
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2021-09-02 22:46:35 +02:00
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#
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2019-12-16 04:28:01 +01:00
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# Force toggle anything * 0 emulation
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2021-09-02 22:46:35 +02:00
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# Setting it to True will use a faster but less accurate approach that works for most games.
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2019-12-16 04:28:01 +01:00
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# Supported values:
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2021-09-02 22:46:35 +02:00
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# - True: Use a faster but less accurate approach. Good enough for most games
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# - False: Disable float emulation completely
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# - Strict: Use a slower but more correct approach. Necessary for some games
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# - Auto: DXVK will pick automatically
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2019-12-16 04:28:01 +01:00
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2022-01-21 00:41:08 +01:00
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# d3d9.floatEmulation = Auto
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2019-12-16 04:28:01 +01:00
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# Enable dialog box mode
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#
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# Changes the default state of dialog box mode.
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# *Disables* exclusive fullscreen when enabled.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.enableDialogMode = False
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2020-01-11 03:34:37 +01:00
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# Overrides the application's MSAA level on the swapchain
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#
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# Supported values: -1 (application) and 0 to 16 (user override)
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2021-02-27 21:49:37 +01:00
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# d3d9.forceSwapchainMSAA = -1
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2020-01-11 03:34:37 +01:00
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2020-04-09 00:20:57 +02:00
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# Long Mad
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#
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# Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
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# This solves some rendering bugs in games that have z-pass shaders which
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# don't match entirely to the regular vertex shader in this way.
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#
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# Supported values:
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# - True/False
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2020-08-14 18:28:32 +02:00
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# d3d9.longMad = False
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2020-11-26 13:15:03 +01:00
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2021-02-27 20:29:52 +01:00
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# Device Local Constant Buffers
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#
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# Enables using device local, host accessible memory for constant buffers in D3D9.
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# This tends to actually be slower for some reason on AMD,
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# and the exact same performance on NVIDIA.
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#
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# Supported values:
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# - True/False
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# d3d9.deviceLocalConstantBuffers = False
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2021-02-27 21:49:37 +01:00
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# Support DF formats
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#
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# Support the vendor extension DF floating point depth formats
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#
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# Supported values:
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# - True/False
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# d3d9.supportDFFormats = True
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2022-09-26 10:41:21 +02:00
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# Use D32f for D24
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#
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# Useful for reproducing AMD issues on other hw.
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#
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# Supported values:
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# - True/False
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# d3d9.useD32forD24 = False
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2021-02-27 21:49:37 +01:00
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# Support X4R4G4B4
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#
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# Support the X4R4G4B4 format.
|
2023-06-06 22:38:28 +02:00
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# The Sims 2 is a very broken game.
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2021-02-27 21:49:37 +01:00
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#
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# Supported values:
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# - True/False
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# d3d9.supportX4R4G4B4 = True
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# Support D32
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#
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# Support the D32 format.
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#
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# Supported values:
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# - True/False
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# d3d9.supportD32 = True
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# Disable A8 as a Render Target
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#
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# Disable support for A8 format render targets
|
2023-06-06 22:38:28 +02:00
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# Once again, The Sims 2 is a very broken game.
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2021-02-27 21:49:37 +01:00
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#
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# Supported values:
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# - True/False
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# d3d9.disableA8RT = False
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# Support for VCache Query
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#
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# Support for the vcache query
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# Not very important as a user config.
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# Used internally.
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#
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# Supported values:
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# - True/False
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# Defaults to True if vendorId == 0x10de
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# d3d9.supportVCache = True
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# Force Sampler Type Spec Constants
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#
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# Useful if games use the wrong image and sampler
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# type combo like Halo: CE or Spellforce.
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# Can fix rendering in older, broken games in some instances.
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#
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# Supported values:
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# - True/False
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# d3d9.forceSamplerTypeSpecConstants = False
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# Force Aspect Ratio
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#
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# Only exposes modes with a given aspect ratio.
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# Useful for titles that break if they see ultra-wide.
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#
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# Supported values:
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# - Any ratio, ie. "16:9", "4:3"
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# d3d9.forceAspectRatio = ""
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# Enumerate by Displays
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#
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# Whether we should enumerate D3D9 adapters by display (windows behaviour)
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# or by physical adapter.
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# May be useful in PRIME setups.
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#
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# Supported values:
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# - True/False
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# d3d9.enumerateByDisplays = True
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|
2023-07-17 13:31:52 +02:00
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# Cached Dynamic Buffers
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2021-02-27 21:49:37 +01:00
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#
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2023-05-26 12:33:36 +02:00
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# Allocates dynamic resources in D3DPOOL_DEFAULT in
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# cached system memory rather than uncached memory or host-visible
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# VRAM, in order to allow fast readback from the CPU. This is only
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# useful for buggy applications, and may reduce GPU-bound performance.
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2021-02-27 21:49:37 +01:00
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#
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# Supported values:
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# - True/False
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|
2023-05-26 12:33:36 +02:00
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# d3d9.cachedDynamicBuffers = False
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2022-02-01 11:49:01 +01:00
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2022-07-05 17:24:46 +02:00
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# Seamless Cubes
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#
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# Don't use non seamless cube maps even if they are supported.
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# Non seamless cubes are correct d3d9 behavior, but can produce worse looking edges.
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#
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# Supported values:
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# - True/False
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# d3d9.seamlessCubes = False
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2022-02-01 11:49:01 +01:00
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# Debug Utils
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#
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# Enables debug utils as this is off by default, this enables user annotations like BeginEvent()/EndEvent().
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2022-08-31 21:11:53 +02:00
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# Alternatively could be enabled with DXVK_DEBUG=markers environment variable.
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2022-02-01 11:49:01 +01:00
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#
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# Supported values:
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# - True/False
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|
2022-04-09 15:43:06 +02:00
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# dxvk.enableDebugUtils = False
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2022-02-14 00:08:01 +01:00
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# Memory limit for locked D3D9 textures
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#
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# How much virtual memory will be used for textures (in MB).
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# 0 to disable the limit.
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# THIS DOES NOT IMPACT ACTUAL MEMORY CONSUMPTION OR TEXTURE QUALITY.
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# DO NOT CHANGE THIS UNLESS YOU HAVE A VERY GOOD REASON.
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# d3d9.textureMemory = 100
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