# 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 # 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 # 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 # 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 # 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 # 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 # Enables or dsables d3d10 support. # # Supported values: True, False # d3d10.enable = True # Handle D3D11_MAP_FLAG_DO_NOT_WAIT correctly when D3D11DeviceContext::Map() # is called. Enabling this can potentially improve performance, but breaks # games which do not expect Map() to return an error despite using the flag. # # Supported values: True, False # d3d11.allowMapFlagNoWait = False # 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 # 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 # Enables SM4-compliant division-by-zero behaviour. Enabling may reduce # performance and / or cause issues in games that expect the default # behaviour of Windows drivers, which also is not SM4-compliant. # # Supported values: True, False # d3d11.strictDivision = 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 # 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 # 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 # on the game and hardware, or cause other issues. # # Supported values: # - Auto: Don't change the default # - True, False: Always enable / disable # dxvk.useEarlyDiscard = Auto