mirror of
https://github.com/doitsujin/dxvk.git
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690 lines
19 KiB
Plaintext
690 lines
19 KiB
Plaintext
# Device filter. Only exposes devices whose Vulkan device name contains
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# the given string. May be useful to force an application to run on a
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# specific GPU, but not applications launched by that application.
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# dxvk.deviceFilter = ""
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# Expose the HDR10 ColorSpace (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
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# to the application by default.
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# This shows to the game that the global Windows 'HDR Mode' is enabled.
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# Many (broken) games will need this to be set to consider exposing HDR output
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# as determine it based on the DXGIOutput's current ColorSpace instead of
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# using CheckColorSpaceSupport.
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# This defaults to the value of the DXVK_HDR environment variable.
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#
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# Supported values: True, False
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# dxgi.enableHDR = True
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# Enables Unreal Engine 4 HDR workarounds for games that do not follow
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# the standard -Win64-Shipping.exe naming scheme. May be needed to avoid
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# crashes in D3D11 games on HDR-enabled systems due to statically linked
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# AMDAGS.
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#
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# Supported values: True, False
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# dxgi.enableUe4Workarounds = False
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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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# d3d9.deferSurfaceCreation = False
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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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# d3d9.maxFrameLatency = 0
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# Enables frame rate limiter. The main purpose of this is to work around
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# bugs in games that have physics or other simulation tied to their frame
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# rate, but do not provide their own limiter.
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#
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# Supported values
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# -1: Always disables the limiter
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# 0: Default behaviour. Limits the frame rate to the selected display
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# refresh rate when vertical synchronization is enabled if the
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# actual display mode does not match the game's one.
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# n: Limit to n frames per second.
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# dxgi.maxFrameRate = 0
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# d3d9.maxFrameRate = 0
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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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# d3d9.customDeviceId = 0000
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# d3d9.customVendorId = 0000
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# Override the reported device description
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#
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# Supported values: Any string.
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# dxgi.customDeviceDesc = ""
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# d3d9.customDeviceDesc = ""
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# Report Nvidia GPUs as AMD GPUs. Unless NVAPI support is explicitly
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# enabled through Proton, this is done by default in order to work
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# around crashes or low performance with Nvidia-speciic code paths
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# in games, especially Unreal Engine.
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#
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# Supported values: Auto, True, False
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# dxgi.hideNvidiaGpu = Auto
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# Report Nvidia GPUs running on NVK as AMD GPUs.
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#
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# Supported values: Auto, True, False
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# dxgi.hideNvkGpu = Auto
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# Report AMD GPUs as Nvidia GPUs. This is only done for games that are
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# known to have issues with AMDAGS or other AMD-specific code paths.
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#
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# Supported values: Auto, True, False
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# dxgi.hideAmdGpu = Auto
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# Report Intel GPUs as AMD GPUs. This is only done for games that are
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# known to have issues with Intel-specific libraries such as XESS.
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#
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# Supported values: Auto, True, False
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# dxgi.hideIntelGpu = Auto
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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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# This is not a hard cap and applications can choose to ignore it.
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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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# d3d9.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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# dxgi.syncInterval = -1
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# d3d9.presentInterval = -1
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# True enables the mailbox present mode in case regular Vsync is disabled.
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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
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# to work properly.
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#
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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
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# dxvk.tearFree = Auto
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# Assume that command lists created from deferred contexts are only used
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# once. This is extremely common and may improve performance while reducing
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# the amount of memory wasted if games keep their command list objects alive
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# for too long, but may also lead to rendering issues if command lists are
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# submitted multiple times.
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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, 12_0, 12_1
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# d3d11.maxFeatureLevel = 12_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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# Ignores barriers around UAV writes from fragment shaders.
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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.ignoreGraphicsBarriers = 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
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# d3d9.samplerAnisotropy = -1
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# Changes the mipmap LOD bias for all samplers. The given number will be
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# added to the LOD bias provided by the application, rather than replacing
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# it entirely. Positive values will reduce texture detail, while negative
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# values may increase sharpness at the cost of shimmer.
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#
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# Supported values: Any number between -2.0 and 1.0
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# d3d11.samplerLodBias = 0.0
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# d3d9.samplerLodBias = 0.0
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# Clamps any negative LOD bias to 0. Applies after samplerLodBias has been
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# applied. May help with games that use a high negative LOD bias by default.
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#
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# Supported values: True, False
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# d3d11.clampNegativeLodBias = False
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# d3d9.clampNegativeLodBias = False
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# Declares vertex positions as invariant in order to solve
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# 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 = True
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# d3d9.invariantPosition = True
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# Forces per-sample rate shading when MSAA is enabled, rather than per-pixel
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# shading. May improve visual clarity at a significant performance cost, but
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# may also introduce visual issues in some games.
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#
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# Supported values: True, False
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# d3d11.forceSampleRateShading = False
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# d3d9.forceSampleRateShading = False
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# Forces the sample count of all textures to 1, and performs
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# the needed fixups in resolve operations and shaders.
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#
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# Supported values: True, False
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# d3d11.disableMsaa = False
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# 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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# Clears mapped memory to zero when suballocated memory is freed. This will
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# drastically increase CPU overhead and should only be used as a last resort
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# if a game does not properly initialize mapped buffers on its own.
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#
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# Supported values: True, False
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# dxvk.zeroMappedMemory = False
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# Allocates dynamic resources with the given set of bind flags 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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#
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# Supported values: Any combination of the following:
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# - v: Vertex buffers
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# - i: Index buffers
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# - c: Constant buffers
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# - r: Shader resources
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# - a: All dynamic resources
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# d3d11.cachedDynamicResources = ""
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# Force-enables the D3D11 context lock via the ID3D10Multithread
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# interface. This may be useful to debug race conditions.
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#
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# Supported values: True, False
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# d3d11.enableContextLock = False
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# Exposes or hides support for driver command lists
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#
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# Some games use the feature flag to decide whether to use deferred
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# contexts or not. We enable this by default, but in some situations
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# this can lead to issues if games detect an AMD GPU where command
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# lists are not natively supported on Windows.
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#
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# Supported values: True, False
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# d3d11.exposeDriverCommandLists = True
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# Reproducible Command Stream
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#
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# Ensure that for the same D3D commands the output VK commands
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# don't change between runs. Useful for comparative benchmarking,
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# can negatively affect performance and can break some games
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# that don't use queries correctly.
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#
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# Supported values:
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# - True/False
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# d3d11.reproducibleCommandStream = False
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# d3d9.reproducibleCommandStream = False
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# Sets number of pipeline compiler threads.
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#
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# If the graphics pipeline library feature is enabled, the given
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# number of threads will be used for shader compilation. Some of
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# these threads will be reserved for high-priority work.
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#
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# Supported values:
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# - 0 to use all available CPU cores
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# - 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
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# buffer offset alignment requirement of 4 Bytes (e.g. AMD).
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# Enabling this may improve performance, but is not safe on
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# hardware with higher alignment requirements.
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#
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# Supported values:
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# - Auto: Don't change the default
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# - True, False: Always enable / disable
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# dxvk.useRawSsbo = Auto
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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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# 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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# Controls memory defragmentation
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#
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# By default, DXVK will try to defragment video memory if there is a
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# significant amount of memory wasted, or if the allocation budget of
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# the application is exceeded. This option is provided solely for
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# debug purposes.
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#
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# Supported values:
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# - True: Enable defragmentation
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# - Auto: Enable defragmentation, except on blocked drivers
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# - False: Disable defragmentation
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# dxvk.enableMemoryDefrag = Auto
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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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# 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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# the UBO when relative addressing is used, or only when the
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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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# - Max Available Memory: Any int32_t
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# - Memory Tracking Testing: True, False
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# d3d9.maxAvailableMemory = 4096
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# d3d9.memoryTrackTest = False
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# Force enable/disable floating point quirk emulation
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#
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# Force toggle anything * 0 emulation
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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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# Supported values:
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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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# d3d9.floatEmulation = Auto
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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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# d3d9.forceSwapchainMSAA = -1
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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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# Support DF formats
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#
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# Support the vendor extension DF floating point depth formats on AMD and Intel.
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# Note that this config is ignored and disabled by default on Nvidia, or when
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# spoofing a Nvidia GPU, as it does not support these formats natively.
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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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# 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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# Support X4R4G4B4
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#
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# Support the X4R4G4B4 format.
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# The Sims 2 is a very broken game.
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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 D16_LOCKABLE
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#
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# Support the D16_LOCKABLE format.
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# Always enabled on AMD, or when spoofing an AMD GPU
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# via customVendorId, disabled by default on Nvidia and Intel.
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#
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# Supported values:
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# - True/False
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# d3d9.supportD16Lockable = False
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# 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
|