2019-04-26 19:48:46 +02:00
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# Create the VkSurface on the first call to IDXGISwapChain::Present,
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# rather than when creating the swap chain. Some games that start
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# rendering with a different graphics API may require this option,
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# or otherwise the window may stay black.
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#
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# Supported values: True, False
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# dxgi.deferSurfaceCreation = False
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2019-12-16 04:28:01 +01:00
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# d3d9.deferSurfaceCreation = False
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2019-04-26 19:48:46 +02:00
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# Enforce a stricter maximum frame latency. Overrides the application
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# setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
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# Setting this to 0 will have no effect.
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#
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# Supported values : 0 - 16
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# dxgi.maxFrameLatency = 0
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2019-12-16 04:28:01 +01:00
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# d3d9.maxFrameLatency = 0
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2019-04-26 19:48:46 +02:00
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# Override PCI vendor and device IDs reported to the application. Can
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# cause the app to adjust behaviour depending on the selected values.
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#
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# Supported values: Any four-digit hex number.
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# dxgi.customDeviceId = 0000
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# dxgi.customVendorId = 0000
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2019-12-16 04:28:01 +01:00
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# d3d9.customDeviceId = 0000
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# d3d9.customVendorId = 0000
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2019-04-26 19:48:46 +02:00
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# Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
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# to work around issues with NVAPI, but may cause issues in some games.
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#
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# Supported values: True, False
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# dxgi.nvapiHack = True
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# Override maximum amount of device memory and shared system memory
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# reported to the application. This may fix texture streaming issues
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# in games that do not support cards with large amounts of VRAM.
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#
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# Supported values: Any number in Megabytes.
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# dxgi.maxDeviceMemory = 0
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# dxgi.maxSharedMemory = 0
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# Override back buffer count for the Vulkan swap chain.
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# Setting this to 0 or less will have no effect.
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#
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# Supported values: Any number greater than or equal to 2.
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# dxgi.numBackBuffers = 0
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# Overrides synchronization interval (Vsync) for presentation.
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# Setting this to 0 disables vertical synchronization entirely.
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# A positive value 'n' will enable Vsync and repeat the same
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# image n times, and a negative value will have no effect.
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#
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# Supported values: Any non-negative number
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2019-12-16 04:28:01 +01:00
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# dxgi.syncInterval = -1
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# d3d9.presentInterval = -1
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2019-04-26 19:48:46 +02:00
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|
2020-05-02 10:18:13 +02:00
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# True enables the mailbox present mode in case regular Vsync is disabled.
|
2020-04-12 20:25:20 +02:00
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# This should avoid tearing, but may be unsupported on some systems
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# or require setting dxgi.numBackBuffers to a higher value in order
|
2020-05-02 10:18:13 +02:00
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# to work properly.
|
2020-04-12 20:25:20 +02:00
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#
|
2020-05-02 10:18:13 +02:00
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# False enables the relaxed fifo present mode in case regular Vsync is enabled.
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# This should result in tearing but reduce stutter if FPS are too low,
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# but may be unsupported on some systems.
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#
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# Please do not report issues with this option.
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#
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# Supported values: Auto, True, False
|
2020-04-12 20:25:20 +02:00
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2020-05-02 10:18:13 +02:00
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# dxgi.tearFree = Auto
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# d3d9.tearFree = Auto
|
2020-04-12 20:25:20 +02:00
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|
2019-04-26 19:48:46 +02:00
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# Performs range check on dynamically indexed constant buffers in shaders.
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# This may be needed to work around a certain type of game bug, but may
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# also introduce incorrect behaviour.
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#
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# Supported values: True, False
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# d3d11.constantBufferRangeCheck = False
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# Assume single-use mode for command lists created on deferred contexts.
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# This may need to be disabled for some applications to avoid rendering
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# issues, which may come at a significant performance cost.
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#
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|
# Supported values: True, False
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# d3d11.dcSingleUseMode = True
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# Override the maximum feature level that a D3D11 device can be created
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# with. Setting this to a higher value may allow some applications to run
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# that would otherwise fail to create a D3D11 device.
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#
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# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
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# d3d11.maxFeatureLevel = 11_1
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# Overrides the maximum allowed tessellation factor. This can be used to
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|
# improve performance in titles which overuse tessellation.
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#
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|
# Supported values: Any number between 8 and 64
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# d3d11.maxTessFactor = 0
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# Enables relaxed pipeline barriers around UAV writes.
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#
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|
# This may improve performance in some games, but may also introduce
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# rendering issues. Please don't report bugs with the option enabled.
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#
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|
|
# Supported values: True, False
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# d3d11.relaxedBarriers = False
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# Overrides anisotropic filtering for all samplers. Set this to a positive
|
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|
|
# value to enable AF for all samplers in the game, or to 0 in order to
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|
# disable AF entirely. Negative values will have no effect.
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#
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|
|
# Supported values: Any number between 0 and 16
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|
|
# d3d11.samplerAnisotropy = -1
|
2019-12-16 04:28:01 +01:00
|
|
|
# d3d9.samplerAnisotropy = -1
|
2019-04-26 19:48:46 +02:00
|
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|
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.
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|
|
#
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|
|
# Supported values: True, False
|
|
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|
|
# d3d11.invariantPosition = False
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|
|
# d3d9.invariantPosition = False
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|
2019-11-30 17:01:44 +01:00
|
|
|
# Replaces NaN outputs from fragment shaders with zeroes for floating
|
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|
|
# point render target. Used in some games to prevent artifacting.
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#
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|
|
# Supported values: True, False
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|
|
# d3d11.enableRtOutputNanFixup = False
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|
2019-04-26 19:48:46 +02:00
|
|
|
# Clears workgroup memory in compute shaders to zero. Some games don't do
|
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|
# this and rely on undefined behaviour. Enabling may reduce performance.
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#
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|
|
# Supported values: True, False
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|
|
# d3d11.zeroWorkgroupMemory = False
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# Sets number of pipeline compiler threads.
|
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|
#
|
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|
|
# Supported values:
|
|
|
|
# - 0 to automatically determine the number of threads to use
|
|
|
|
# - any positive number to enforce the thread count
|
|
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|
|
# dxvk.numCompilerThreads = 0
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|
# Toggles raw SSBO usage.
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|
|
#
|
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|
|
# Uses storage buffers to implement raw and structured buffer
|
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|
|
# 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.
|
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|
|
#
|
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|
|
# Supported values:
|
|
|
|
# - Auto: Don't change the default
|
|
|
|
# - True, False: Always enable / disable
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|
|
# dxvk.useRawSsbo = Auto
|
|
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|
# Toggles early discard.
|
|
|
|
#
|
|
|
|
# Uses subgroup operations to determine whether it is safe to
|
|
|
|
# discard fragments before the end of a fragment shader. This
|
|
|
|
# is enabled by default on all drivers except RADV and Nvidia.
|
|
|
|
# Enabling this may improve or degrade performance depending
|
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|
|
# on the game and hardware, or cause other issues.
|
|
|
|
#
|
|
|
|
# Supported values:
|
|
|
|
# - Auto: Don't change the default
|
|
|
|
# - True, False: Always enable / disable
|
|
|
|
|
2019-08-01 12:37:55 +02:00
|
|
|
# dxvk.useEarlyDiscard = Auto
|
|
|
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|
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|
|
# 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 =
|
2019-12-16 04:28:01 +01:00
|
|
|
|
|
|
|
|
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|
|
# 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
|
|
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|
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|
|
# d3d9.shaderModel = 3
|
|
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|
|
# 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
|
|
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|
|
# 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
|
|
|
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|
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|
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|
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|
|
# Strict Constant Copies
|
|
|
|
#
|
|
|
|
# Decides whether we should always copy defined constants to
|
2020-08-14 18:28:32 +02:00
|
|
|
# the UBO when relative addressing is used, or only when the
|
2019-12-16 04:28:01 +01:00
|
|
|
# relative addressing starts a defined constant.
|
|
|
|
#
|
|
|
|
# Supported values:
|
|
|
|
# - True, False: Always enable / disable
|
|
|
|
|
|
|
|
# d3d9.strictConstantCopies = False
|
|
|
|
|
|
|
|
|
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|
|
# 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
|
|
|
|
|
|
|
|
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|
|
# 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
|
|
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|
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|
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|
|
# Max available memory
|
|
|
|
#
|
|
|
|
# Changes the max initial value used in tracking and GetAvailableTextureMem
|
|
|
|
# Value in Megabytes
|
|
|
|
#
|
|
|
|
# Supported values:
|
|
|
|
# - Any int32_t
|
|
|
|
|
|
|
|
# d3d9.maxAvailableMemory = 4096
|
|
|
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|
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|
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|
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|
|
# Force enable/disable floating point quirk emulation
|
|
|
|
#
|
|
|
|
# Force toggle anything * 0 emulation
|
|
|
|
# Tristate
|
|
|
|
# Supported values:
|
|
|
|
# - True/False
|
|
|
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|
|
|
|
# d3d9.floatEmulation =
|
|
|
|
|
|
|
|
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|
|
# 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
|
|
|
|
|
2020-01-11 03:34:37 +01:00
|
|
|
# Overrides the application's MSAA level on the swapchain
|
|
|
|
#
|
|
|
|
# Supported values: -1 (application) and 0 to 16 (user override)
|
|
|
|
|
|
|
|
# d3d9.forceSwapchainMSAA = -1
|
|
|
|
|
2020-04-09 00:20:57 +02:00
|
|
|
|
|
|
|
# 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
|
|
|
|
|
2020-08-14 18:28:32 +02:00
|
|
|
# d3d9.longMad = False
|