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dxvk/dxvk.conf
Philip Rebohle 9721938e57
[d3d11] Introduce d3d11.invariantPosition option
Apparently it's better to make app profiles than risk tanking
performance for all applications. Invariance rules in D3D11 are
undocumented so it's not clear what the correct solution is.
2020-01-23 01:28:19 +01:00

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# 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
# 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
# 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
# d3d9.presentInterval = -1
# 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
# d3d9.samplerAnisotropy = -1
# Declares vertex positions as invariant in order to solve
# potential Z-fighting issues at a small performance cost.
#
# Supported values: True, False
# d3d11.invariantPosition = False
# d3d9.invariantPosition = False
# Replaces NaN outputs from fragment shaders with zeroes for floating
# point render target. Used in some games to prevent artifacting.
#
# Supported values: True, False
# d3d11.enableRtOutputNanFixup = 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
# 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
# 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
# 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 addresssing 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:
# - Any int32_t
# d3d9.maxAvailableMemory = 4096
# Force enable/disable floating point quirk emulation
#
# Force toggle anything * 0 emulation
# Tristate
# Supported values:
# - True/False
# d3d9.floatEmulation =
# 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