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dxvk/dxvk.conf
Danylo Piliaiev 58d8ea2d31 [d3d11,d3d9,util] Add a config option for reproducible VK output
It ensures that for the same D3D commands the output VK commands
don't change between runs.

Useful for comparative benchmarking, can negatively affect performance.

Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
2024-05-23 15:20:28 +02:00

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# 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