# 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 # 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 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. # # 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. 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. # # Supported values: Auto, True, False # dxgi.hideNvidiaGpu = Auto # Report Nvidia GPUs running on NVK as AMD GPUs. # # Supported values: Auto, True, False # dxgi.hideNvkGpu = Auto # 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 # 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. # This is not a hard cap and applications can choose to ignore it. # # 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 # dxvk.tearFree = Auto # 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, 12_0, 12_1 # d3d11.maxFeatureLevel = 12_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 # 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 # d3d9.samplerLodBias = 0.0 # 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 # d3d11.clampNegativeLodBias = False # d3d9.clampNegativeLodBias = False # 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 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 # d3d9.forceSampleRateShading = False # 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 = "" # 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 # Exposes or hides support for driver command lists # # Some games use the feature flag to decide whether to use deferred # contexts or not. We enable this by default, but in some situations # this can lead to issues if games detect an AMD GPU where command # lists are not natively supported on Windows. # # Supported values: True, False # d3d11.exposeDriverCommandLists = True # Reproducible Command Stream # # Ensure that for the same D3D commands the output VK commands # don't change between runs. Useful for comparative benchmarking, # can negatively affect performance and can break some games # that don't use queries correctly. # # Supported values: # - True/False # d3d11.reproducibleCommandStream = False # d3d9.reproducibleCommandStream = False # Sets number of pipeline compiler threads. # # 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. # # Supported values: # - 0 to use all available CPU cores # - 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 # 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 # Controls graphics pipeline library behaviour # # Can be used to change VK_EXT_graphics_pipeline_library usage for # debugging purpose. Doing so will likely result in increased stutter # or degraded performance. # # Supported values: # - Auto: Enable if supported, and compile optimized pipelines in the background # - True: Enable if supported, but do not compile optimized pipelines # - False: Always disable the feature # dxvk.enableGraphicsPipelineLibrary = Auto # Controls pipeline lifetime tracking # # If enabled, pipeline libraries will be freed aggressively in order # save memory and address space. Has no effect if graphics pipeline # libraries are not supported or disabled. # # Supported values: # - Auto: Enable tracking for 32-bit applications only # - True: Always enable tracking # - False: Always disable tracking # dxvk.trackPipelineLifetime = 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 # 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 # d3d11.longMad = False # d3d9.longMad = 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 # Support DF formats # # Support the vendor extension DF floating point depth formats on AMD and Intel. # Note that this config is ignored and disabled by default on Nvidia, or when # spoofing a Nvidia GPU, as it does not support these formats natively. # # Supported values: # - True/False # d3d9.supportDFFormats = True # Use D32f for D24 # # Useful for reproducing AMD issues on other hw. # # Supported values: # - True/False # d3d9.useD32forD24 = False # Support X4R4G4B4 # # Support the X4R4G4B4 format. # The Sims 2 is a very broken game. # # 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 very broken game. # # 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 = "" # 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 # Cached Dynamic Buffers # # Allocates dynamic resources in D3DPOOL_DEFAULT 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: # - True/False # d3d9.cachedDynamicBuffers = False # Seamless Cubes # # Don't use non seamless cube maps even if they are supported. # Non seamless cubes are correct d3d9 behavior, but can produce worse looking edges. # # Supported values: # - True/False # d3d9.seamlessCubes = 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_DEBUG=markers environment variable. # # Supported values: # - True/False # dxvk.enableDebugUtils = False # Memory limit for locked D3D9 textures # # How much virtual memory will be used for textures (in MB). # 0 to disable the limit. # THIS DOES NOT IMPACT ACTUAL MEMORY CONSUMPTION OR TEXTURE QUALITY. # DO NOT CHANGE THIS UNLESS YOU HAVE A VERY GOOD REASON. # d3d9.textureMemory = 100 # Hide integrated graphics from applications # # Only has an effect when dedicated GPUs are present on the system. It is # not recommended to use this option at all unless absolutely necessary for # a game to work; prefer using DXVK_FILTER_DEVICE_NAME whenever possible. # # Supported values: # - True/False # dxvk.hideIntegratedGraphics = False # Trigger DEVICELOST when losing focus # # D3D9 requires the application to call Device::Reset after # it loses focus in fullscreen. # Some games rely on observing a D3DERR_DEVICELOST or D3DERR_NOTRESET. # Others don't handle it correctly. # # Supported values: # - True/False # d3d9.deviceLossOnFocusLoss = False # Reject Device::Reset if any losable resource is still alive # # D3D9 rejects Device::Reset if there's still any alive resources of specific types. # (State blocks, additional swapchains, D3DPOOL_DEFAULT resources) # Some games leak resources leading to a hang. # # Supported values: # - True/False # d3d9.countLosableResources = True