mirror of
https://github.com/doitsujin/dxvk.git
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adb33d3af1
Also unhides Nvidia in Primal as it has the same clear value rounding assumptions as Far Cry 3 and 4
1212 lines
42 KiB
C++
1212 lines
42 KiB
C++
#include <array>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <regex>
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#include <utility>
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#include "config.h"
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#include "../log/log.h"
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#include "../util_env.h"
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namespace dxvk {
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const static std::vector<std::pair<const char*, Config>> g_appDefaults = {{
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/* Assassin's Creed Syndicate: amdags issues */
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{ R"(\\ACS\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Dissidia Final Fantasy NT Free Edition */
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{ R"(\\dffnt\.exe$)", {{
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{ "dxgi.deferSurfaceCreation", "True" },
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}} },
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/* Elite Dangerous: Compiles weird shaders *
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* when running on AMD hardware */
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{ R"(\\EliteDangerous64\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* The Vanishing of Ethan Carter Redux */
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{ R"(\\EthanCarter-Win64-Shipping\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* EVE Online: Needs this to expose D3D12 *
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* otherwise D3D12 option on launcher is *
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* greyed out */
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{ R"(\\evelauncher\.exe$)", {{
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{ "d3d11.maxFeatureLevel", "12_1" },
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}} },
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/* The Evil Within: Submits command lists *
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* multiple times */
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{ R"(\\EvilWithin(Demo)?\.exe$)", {{
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{ "d3d11.dcSingleUseMode", "False" },
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{ "d3d11.cachedDynamicResources", "vi" },
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}} },
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/* Far Cry 2: Set vendor ID to Nvidia to avoid
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* vegetation artifacts on Intel, and set
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* apitrace mode to True to improve perf on all
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* hardware. */
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{ R"(\\(FarCry2|farcry2game)\.exe$)", {{
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{ "d3d9.customVendorId", "10de" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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}} },
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/* Far Cry 3: Assumes clear(0.5) on an UNORM *
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* format to result in 128 on AMD and 127 on *
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* Nvidia. We assume that the Vulkan drivers *
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* match the clear behaviour of D3D11. *
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* Intel needs to match the AMD result */
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{ R"(\\(farcry3|fc3_blooddragon)_d3d11\.exe$)", {{
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{ "dxgi.hideNvidiaGpu", "False" },
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{ "dxgi.hideIntelGpu", "True" },
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}} },
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/* Far Cry 4 and Primal: Same as Far Cry 3 */
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{ R"(\\(FarCry4|FCPrimal)\.exe$)", {{
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{ "dxgi.hideNvidiaGpu", "False" },
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{ "dxgi.hideIntelGpu", "True" },
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}} },
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/* Frostpunk: Renders one frame with D3D9 *
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* after creating the DXGI swap chain */
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{ R"(\\Frostpunk\.exe$)", {{
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{ "dxgi.deferSurfaceCreation", "True" },
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{ "d3d11.cachedDynamicResources", "c" },
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}} },
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/* Nioh: Apparently the same as the Atelier games */
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{ R"(\\nioh\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Quantum Break: Mever initializes shared *
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* memory in one of its compute shaders. *
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* Also loves using MAP_WRITE on the same *
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* set of resources multiple times per frame. */
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{ R"(\\QuantumBreak\.exe$)", {{
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{ "d3d11.zeroInitWorkgroupMemory", "True" },
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{ "d3d11.maxImplicitDiscardSize", "-1" },
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}} },
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/* Anno 2205: Random crashes with state cache */
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{ R"(\\anno2205\.exe$)", {{
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{ "dxvk.enableStateCache", "False" },
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}} },
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/* Anno 1800: Poor performance without this */
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{ R"(\\Anno1800\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "c" },
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}} },
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/* Fifa '19+: Binds typed buffer SRV to shader *
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* that expects raw/structured buffer SRV */
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{ R"(\\FIFA(19|[2-9][0-9])(_demo)?\.exe$)", {{
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{ "dxvk.useRawSsbo", "True" },
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}} },
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/* Resident Evil 2/3: Ignore WaW hazards */
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{ R"(\\re(2|3|3demo)\.exe$)", {{
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{ "d3d11.relaxedBarriers", "True" },
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}} },
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/* Devil May Cry 5 */
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{ R"(\\DevilMayCry5\.exe$)", {{
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{ "d3d11.relaxedBarriers", "True" },
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}} },
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/* Call of Duty WW2 */
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{ R"(\\s2_sp64_ship\.exe$)", {{
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{ "dxgi.hideNvidiaGpu", "False" },
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}} },
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/* Need for Speed 2015 */
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{ R"(\\NFS16\.exe$)", {{
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{ "dxgi.hideNvidiaGpu", "False" },
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}} },
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/* Mass Effect Andromeda */
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{ R"(\\MassEffectAndromeda\.exe$)", {{
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{ "dxgi.hideNvidiaGpu", "False" },
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}} },
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/* Mirror`s Edge Catalyst: Crashes on AMD */
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{ R"(\\MirrorsEdgeCatalyst(Trial)?\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Star Wars Battlefront (2015) */
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{ R"(\\starwarsbattlefront(trial)?\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* NieR Replicant */
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{ R"(\\NieR Replicant ver\.1\.22474487139\.exe)", {{
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{ "dxgi.syncInterval", "1" },
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{ "dxgi.maxFrameRate", "60" },
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{ "d3d11.cachedDynamicResources", "vi" },
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}} },
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/* SteamVR performance test */
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{ R"(\\vr\.exe$)", {{
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{ "d3d11.dcSingleUseMode", "False" },
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}} },
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/* Hitman 2 - requires AGS library */
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{ R"(\\HITMAN2\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Modern Warfare Remastered */
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{ R"(\\h1(_[ms]p64_ship|-mod)\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Modern Warfare 2 Campaign Remastered *
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* AMD AGS crash same as above */
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{ R"(\\MW2CR\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Crysis 3 - slower if it notices AMD card *
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* Apitrace mode helps massively in cpu bound *
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* game parts */
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{ R"(\\Crysis3\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Crysis 3 Remastered *
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* Apitrace mode helps massively in cpu bound *
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* game parts */
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{ R"(\\Crysis3Remastered\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Atelier series - games try to render video *
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* with a D3D9 swap chain over the DXGI swap *
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* chain, which breaks D3D11 presentation */
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{ R"(\\Atelier_(Ayesha|Escha_and_Logy|Shallie)(_EN)?\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Atelier Firis */
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{ R"(\\A18\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Atelier Rorona/Totori/Meruru */
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{ R"(\\A(11R|12V|13V)_x64_Release(_en)?\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Just how many of these games are there? */
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{ R"(\\Atelier_(Lulua|Lydie_and_Suelle|Ryza(_2|_3)?|Sophie_2)\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* ... */
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{ R"(\\Atelier_(Lydie_and_Suelle|Firis|Sophie)_DX\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Fairy Tail */
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{ R"(\\FAIRY_TAIL\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Nights of Azure */
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{ R"(\\CNN\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Star Wars Battlefront II: amdags issues */
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{ R"(\\starwarsbattlefrontii\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* F1 games - do not synchronize TGSM access *
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* in a compute shader, causing artifacts */
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{ R"(\\F1_20(1[89]|[2-9][0-9])\.exe$)", {{
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{ "d3d11.forceVolatileTgsmAccess", "True" },
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}} },
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/* Darksiders Warmastered - apparently reads *
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* from write-only mapped buffers */
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{ R"(\\darksiders1\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Monster Hunter World */
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{ R"(\\MonsterHunterWorld\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Kingdome Come: Deliverance */
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{ R"(\\KingdomCome\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Homefront: The Revolution */
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{ R"(\\Homefront2_Release\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Sniper Ghost Warrior Contracts */
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{ R"(\\SGWContracts\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Armored Warfare */
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{ R"(\\armoredwarfare\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "c" },
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}} },
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/* Shadow of the Tomb Raider - invariant *
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* position breaks character rendering on NV */
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{ R"(\\SOTTR\.exe$)", {{
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{ "d3d11.invariantPosition", "False" },
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{ "d3d11.floatControls", "False" },
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}} },
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/* Nioh 2 */
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{ R"(\\nioh2\.exe$)", {{
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{ "dxgi.deferSurfaceCreation", "True" },
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}} },
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/* DIRT 5 - uses amd_ags_x64.dll when it *
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* detects an AMD GPU */
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{ R"(\\DIRT5\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Crazy Machines 3 - crashes on long device *
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* descriptions */
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{ R"(\\cm3\.exe$)", {{
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{ "dxgi.customDeviceDesc", "DXVK Adapter" },
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}} },
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/* World of Final Fantasy: Broken and useless *
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* use of 4x MSAA throughout the renderer */
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{ R"(\\WOFF\.exe$)", {{
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{ "d3d11.disableMsaa", "True" },
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}} },
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/* Mary Skelter 2 - Broken MSAA */
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{ R"(\\MarySkelter2\.exe$)", {{
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{ "d3d11.disableMsaa", "True" },
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}} },
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/* Final Fantasy XIV: Uses lots of HVV and *
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* also reads some uncached memory. */
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{ R"(\\ffxiv_dx11\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "vi" },
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}} },
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/* Final Fantasy XV: VXAO does thousands of *
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* draw calls with the same UAV bound */
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{ R"(\\ffxv_s\.exe$)", {{
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{ "d3d11.ignoreGraphicsBarriers", "True" },
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}} },
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/* God of War - relies on NVAPI/AMDAGS for *
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* barrier stuff, needs nvapi for DLSS */
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{ R"(\\GoW\.exe$)", {{
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{ "d3d11.ignoreGraphicsBarriers", "True" },
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{ "d3d11.relaxedBarriers", "True" },
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{ "dxgi.hideNvidiaGpu", "False" },
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{ "dxgi.maxFrameLatency", "1" },
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}} },
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/* AoE 2 DE - runs poorly for some users */
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{ R"(\\AoE2DE_s\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Total War: Warhammer III */
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{ R"(\\Warhammer3\.exe$)", {{
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{ "d3d11.maxDynamicImageBufferSize", "4096" },
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}} },
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/* Assassin's Creed 3 and 4 */
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{ R"(\\ac(3|4bf)[sm]p\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Stranger of Paradise - FF Origin */
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{ R"(\\SOPFFO\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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/* Small Radios Big Televisions */
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}} },
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{ R"(\\SRBT\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* A Way Out: fix for stuttering and low fps */
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{ R"(\\AWayOut(_friend)?\.exe$)", {{
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{ "dxgi.maxFrameLatency", "1" },
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}} },
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/* Garden Warfare 2
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Won't start on amd Id without atiadlxx */
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{ R"(\\GW2\.Main_Win64_Retail\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* DayZ */
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{ R"(\\DayZ_x64\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "cr" },
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}} },
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/* Stray - writes to the same UAV every draw, *
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* presumably for culling, which doesn't play *
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* nicely with D3D11 without vendor libraries */
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{ R"(\\Stray-Win64-Shipping\.exe$)", {{
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{ "d3d11.ignoreGraphicsBarriers", "True" },
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}} },
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/* Metal Gear Solid V: Ground Zeroes *
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* Texture quality can break at high vram */
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{ R"(\\MgsGroundZeroes\.exe$)", {{
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{ "dxgi.maxDeviceMemory", "4095" },
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}} },
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/* Shantae and the Pirate's Curse *
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* Game speeds up above 60 fps */
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{ R"(\\ShantaeCurse\.exe$)", {{
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{ "dxgi.maxFrameRate", "60" },
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}} },
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/* Mighty Switch Force! Collection *
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* Games speed up above 60 fps */
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{ R"(\\MSFC\.exe$)", {{
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{ "dxgi.maxFrameRate", "60" },
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}} },
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/* Cardfight!! Vanguard Dear Days: *
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* Submits command lists multiple times */
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{ R"(\\VG2\.exe$)", {{
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{ "d3d11.dcSingleUseMode", "False" },
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}} },
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/* Battlefield: Bad Company 2 *
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* Gets rid of black flickering */
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{ R"(\\BFBC2Game\.exe$)", {{
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{ "d3d11.floatControls", "False" },
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}} },
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/* Sonic Frontiers - flickering shadows and *
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* vegetation when GPU-bound */
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{ R"(\\SonicFrontiers\.exe$)", {{
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{ "dxgi.maxFrameLatency", "1" },
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}} },
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/* TRAHA Global *
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* Shadow issues when it sees AMD/Nvidia */
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{ R"(\\RapaNui-Win64-Shipping\.exe$)", {{
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{ "dxgi.customVendorId", "8086" },
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}} },
|
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/* SpellForce 3 Reforced & expansions *
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* Greatly improves CPU bound performance */
|
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{ R"(\\SF3ClientFinal\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "v" },
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}} },
|
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/* Tom Clancy's Ghost Recon Breakpoint */
|
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{ R"(\\GRB\.exe$)", {{
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{ "dxgi.hideNvidiaGpu", "False" },
|
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}} },
|
||
/* GTA V performance issues */
|
||
{ R"(\\GTA5\.exe$)", {{
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||
{ "d3d11.cachedDynamicResources", "vi" },
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}} },
|
||
/* Crash Bandicoot N. Sane Trilogy *
|
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* Work around some vsync funkiness */
|
||
{ R"(\\CrashBandicootNSaneTrilogy\.exe$)", {{
|
||
{ "dxgi.syncInterval", "1" },
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}} },
|
||
/* SnowRunner */
|
||
{ R"(\\SnowRunner\.exe$)", {{
|
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{ "d3d11.dcSingleUseMode", "False" },
|
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}} },
|
||
/* Rockstar Games Launcher */
|
||
{ R"(\\Rockstar Games\\Launcher\\Launcher\.exe$)", {{
|
||
{ "dxvk.maxChunkSize", "1" },
|
||
}} },
|
||
/* Rockstar Social Club */
|
||
{ R"(\\Rockstar Games\\Social Club\\SocialClubHelper\.exe$)", {{
|
||
{ "dxvk.maxChunkSize", "1" },
|
||
}} },
|
||
/* EA Desktop App */
|
||
{ R"(\\EADesktop\.exe$)", {{
|
||
{ "dxvk.maxChunkSize", "1" },
|
||
}} },
|
||
/* GOG Galaxy */
|
||
{ R"(\\GalaxyClient\.exe$)", {{
|
||
{ "dxvk.maxChunkSize", "1" },
|
||
}} },
|
||
/* Fallout 76
|
||
* Game tries to be too "smart" and changes sync
|
||
* interval based on performance (in fullscreen)
|
||
* or tries to match (or ratio below) 60fps
|
||
* (in windowed).
|
||
*
|
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* Ends up getting in a loop where it will switch
|
||
* and start stuttering, or get stuck at targeting
|
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* 30Hz in fullscreen.
|
||
* Windowed mode being locked to 60fps as well is
|
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* pretty suboptimal...
|
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*/
|
||
{ R"(\\Fallout76\.exe$)", {{
|
||
{ "dxgi.syncInterval", "1" },
|
||
}} },
|
||
/* Blizzard Entertainment Battle.net */
|
||
{ R"(\\Battle\.net\.exe$)", {{
|
||
{ "dxvk.maxChunkSize", "1" },
|
||
}} },
|
||
/* Bladestorm Nightmare *
|
||
* Game speed increases when above 60 fps in *
|
||
* the tavern area */
|
||
{ R"(\\BLADESTORM Nightmare\\Launch_(EA|JP)\.exe$)", {{
|
||
{ "dxgi.maxFrameRate", "60" },
|
||
}} },
|
||
/* Ghost Recon Wildlands */
|
||
{ R"(\\GRW\.exe$)", {{
|
||
{ "d3d11.dcSingleUseMode", "False" },
|
||
}} },
|
||
/* Vindictus d3d11 CPU bound perf */
|
||
{ R"(\\Vindictus(_x64)?\.exe$)", {{
|
||
{ "d3d11.cachedDynamicResources", "cr" },
|
||
}} },
|
||
/* Riders Republic - Statically linked AMDAGS */
|
||
{ R"(\\RidersRepublic(_BE)?\.exe$)", {{
|
||
{ "dxgi.hideAmdGpu", "True" },
|
||
}} },
|
||
/* HoloCure - Save the Fans!
|
||
Same as Cyberpunk 2077 */
|
||
{ R"(\\HoloCure\.exe$)", {{
|
||
{ "dxgi.useMonitorFallback", "True" },
|
||
}} },
|
||
|
||
/**********************************************/
|
||
/* D3D9 GAMES */
|
||
/**********************************************/
|
||
|
||
/* A Hat in Time */
|
||
{ R"(\\HatinTimeGame\.exe$)", {{
|
||
{ "d3d9.strictPow", "False" },
|
||
{ "d3d9.lenientClear", "True" },
|
||
}} },
|
||
/* Anarchy Online */
|
||
{ R"(\\anarchyonline\.exe$)", {{
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
}} },
|
||
/* Borderlands 2 and The Pre Sequel! */
|
||
{ R"(\\Borderlands(2|PreSequel)\.exe$)", {{
|
||
{ "d3d9.lenientClear", "True" },
|
||
{ "d3d9.supportDFFormats", "False" },
|
||
}} },
|
||
/* Borderlands */
|
||
{ R"(\\Borderlands\.exe$)", {{
|
||
{ "d3d9.lenientClear", "True" },
|
||
}} },
|
||
/* Gothic 3 */
|
||
{ R"(\\Gothic(3|3Final| III Forsaken Gods)\.exe$)", {{
|
||
{ "d3d9.supportDFFormats", "False" },
|
||
}} },
|
||
/* Sonic Adventure 2 */
|
||
{ R"(\\Sonic Adventure 2\\(launcher|sonic2app)\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* The Sims 2,
|
||
Body Shop,
|
||
The Sims Life Stories,
|
||
The Sims Pet Stories,
|
||
and The Sims Castaway Stories */
|
||
{ R"(\\(Sims2.*|TS2BodyShop|SimsLS|SimsPS|SimsCS)\.exe$)", {{
|
||
{ "d3d9.customVendorId", "10de" },
|
||
{ "d3d9.customDeviceId", "0091" },
|
||
{ "d3d9.customDeviceDesc", "GeForce 7800 GTX" },
|
||
{ "d3d9.disableA8RT", "True" },
|
||
{ "d3d9.supportX4R4G4B4", "False" },
|
||
{ "d3d9.maxAvailableMemory", "2048" },
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
}} },
|
||
/* Dead Space uses the a NULL render target instead
|
||
of a 1x1 one if DF24 is NOT supported
|
||
Mouse and physics issues above 60 FPS
|
||
Built-in Vsync Locks the game to 30 FPS */
|
||
{ R"(\\Dead Space\.exe$)", {{
|
||
{ "d3d9.supportDFFormats", "False" },
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
{ "d3d9.presentInterval", "1" },
|
||
}} },
|
||
/* Halo CE/HaloPC */
|
||
{ R"(\\halo(ce)?\.exe$)", {{
|
||
// Game enables minor decal layering fixes
|
||
// specifically when it detects AMD.
|
||
// Avoids chip being detected as unsupported
|
||
// when on intel. Avoids possible path towards
|
||
// invalid texture addressing methods.
|
||
{ "d3d9.customVendorId", "1002" },
|
||
// Avoids card not recognized error.
|
||
// Keeps game's rendering methods consistent
|
||
// for optimal compatibility.
|
||
{ "d3d9.customDeviceId", "4172" },
|
||
// The game uses incorrect sampler types in
|
||
// the shaders for glass rendering which
|
||
// breaks it on native + us if we don't
|
||
// spec-constantly chose the sampler type
|
||
// automagically.
|
||
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
|
||
}} },
|
||
/* Counter Strike: Global Offensive
|
||
Needs NVAPI to avoid a forced AO + Smoke
|
||
exploit so we must force AMD vendor ID. */
|
||
{ R"(\\csgo\.exe$)", {{
|
||
{ "d3d9.customVendorId", "1002" },
|
||
}} },
|
||
/* Vampire - The Masquerade Bloodlines */
|
||
{ R"(\\vampire\.exe$)", {{
|
||
{ "d3d9.deferSurfaceCreation", "True" },
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
{ "d3d9.maxAvailableMemory", "1024" },
|
||
}} },
|
||
/* Senran Kagura Shinovi Versus */
|
||
{ R"(\\SKShinoviVersus\.exe$)", {{
|
||
{ "d3d9.forceAspectRatio", "16:9" },
|
||
}} },
|
||
/* Metal Slug X */
|
||
{ R"(\\mslugx\.exe$)", {{
|
||
{ "d3d9.supportD32", "False" },
|
||
}} },
|
||
/* Skyrim (NVAPI) */
|
||
{ R"(\\TESV\.exe$)", {{
|
||
{ "d3d9.customVendorId", "1002" },
|
||
}} },
|
||
/* Hyperdimension Neptunia U: Action Unleashed */
|
||
{ R"(\\Neptunia\.exe$)", {{
|
||
{ "d3d9.forceAspectRatio", "16:9" },
|
||
}} },
|
||
/* GTA IV (NVAPI) */
|
||
/* Also thinks we're always on Intel *
|
||
* and will report/use bad amounts of VRAM.
|
||
* Disabling support for DF texture formats
|
||
* makes the game use a better looking render
|
||
* path for mirrors.
|
||
* Also runs into issues after alt-tabbing. */
|
||
{ R"(\\(GTAIV|EFLC)\.exe$)", {{
|
||
{ "d3d9.customVendorId", "1002" },
|
||
{ "dxgi.emulateUMA", "True" },
|
||
{ "d3d9.supportDFFormats", "False" },
|
||
{ "d3d9.deviceLostOnFocusLoss", "True" },
|
||
}} },
|
||
/* Battlefield 2 (bad z-pass) */
|
||
{ R"(\\BF2\.exe$)", {{
|
||
{ "d3d9.longMad", "True" },
|
||
}} },
|
||
/* SpellForce 2 Series */
|
||
{ R"(\\SpellForce2.*\.exe$)", {{
|
||
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
|
||
}} },
|
||
/* Tomb Raider: Legend, Anniversary, Underworld *
|
||
* Read from a buffer created with: *
|
||
* D3DPOOL_DEFAULT, *
|
||
* D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY buffer */
|
||
{ R"(\\(trl|tra|tru)\.exe$)", {{
|
||
{ "d3d9.cachedDynamicBuffers", "True" },
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Everquest */
|
||
{ R"(\\eqgame\.exe$)", {{
|
||
{ "d3d9.cachedDynamicBuffers", "True" },
|
||
}} },
|
||
/* Dark Messiah of Might & Magic */
|
||
{ R"(\\mm\.exe$)", {{
|
||
{ "d3d9.deferSurfaceCreation", "True" },
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
}} },
|
||
/* Mafia 2 */
|
||
{ R"(\\mafia2\.exe$)", {{
|
||
{ "d3d9.customVendorId", "10de" },
|
||
{ "d3d9.customDeviceId", "0402" },
|
||
}} },
|
||
/* Warhammer: Online */
|
||
{ R"(\\(WAR(-64)?|WARTEST(-64)?)\.exe$)", {{
|
||
{ "d3d9.customVendorId", "1002" },
|
||
}} },
|
||
/* Dragon Nest */
|
||
{ R"(\\DragonNest_x64\.exe$)", {{
|
||
{ "d3d9.memoryTrackTest ", "True" },
|
||
}} },
|
||
/* Dal Segno */
|
||
{ R"(\\DST\.exe$)", {{
|
||
{ "d3d9.deferSurfaceCreation", "True" },
|
||
}} },
|
||
/* Kohan II */
|
||
{ R"(\\k2\.exe$)", {{
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
}} },
|
||
/* Ninja Gaiden Sigma 1/2 */
|
||
{ R"(\\NINJA GAIDEN SIGMA(2)?\.exe$)", {{
|
||
{ "d3d9.deferSurfaceCreation", "True" },
|
||
}} },
|
||
/* Demon Stone breaks at frame rates > 60fps */
|
||
{ R"(\\Demonstone\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Far Cry 1 has worse water rendering when it detects AMD GPUs */
|
||
{ R"(\\FarCry\.exe$)", {{
|
||
{ "d3d9.customVendorId", "10de" },
|
||
}} },
|
||
/* Earth Defense Force 5 */
|
||
{ R"(\\EDF5\.exe$)", {{
|
||
{ "dxgi.tearFree", "False" },
|
||
{ "dxgi.syncInterval", "1" },
|
||
}} },
|
||
/* Sine Mora EX */
|
||
{ R"(\\SineMoraEX\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Red Orchestra 2 */
|
||
{ R"(\\ROGame\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* Dark Souls II */
|
||
{ R"(\\DarkSoulsII\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* Dogfight 1942 */
|
||
{ R"(\\Dogfight1942\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* Bayonetta */
|
||
{ R"(\\Bayonetta\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* Rayman Origins */
|
||
{ R"(\\Rayman Origins\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* Guilty Gear Xrd -Relevator- */
|
||
{ R"(\\GuiltyGearXrd\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* Richard Burns Rally */
|
||
{ R"(\\RichardBurnsRally_SSE\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* BlazBlue Centralfiction */
|
||
{ R"(\\BBCF\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
{ "d3d9.textureMemory", "0" },
|
||
}} },
|
||
/* Limbo */
|
||
{ R"(\\limbo\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Escape from Tarkov launcher
|
||
Same issue as Warhammer: RoR above */
|
||
{ R"(\\BsgLauncher\.exe$)", {{
|
||
{ "d3d9.shaderModel", "1" },
|
||
}} },
|
||
/* Star Wars The Force Unleashed 2 *
|
||
* Black particles because it tries to bind *
|
||
* a 2D texture for a shader that *
|
||
* declares a 3d texture. */
|
||
{ R"(\\SWTFU2\.exe$)", {{
|
||
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
|
||
}} },
|
||
/* Scrapland (Remastered) */
|
||
{ R"(\\Scrap\.exe$)", {{
|
||
{ "d3d9.deferSurfaceCreation", "True" },
|
||
}} },
|
||
/* Majesty 2 (Collection) *
|
||
* Crashes on UMA without a memory limit, *
|
||
* since the game(s) will allocate all *
|
||
* available VRAM on startup. */
|
||
{ R"(\\Majesty2\.exe$)", {{
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
{ "d3d9.maxAvailableMemory", "2048" },
|
||
}} },
|
||
/* Myst V End of Ages
|
||
Game has white textures on amd radv.
|
||
Expects Nvidia, Intel or ATI VendorId.
|
||
"Radeon" in gpu description also works */
|
||
{ R"(\\eoa\.exe$)", {{
|
||
{ "d3d9.customVendorId", "10de" },
|
||
}} },
|
||
/* Supreme Commander & Forged Alliance Forever */
|
||
{ R"(\\(SupremeCommander|ForgedAlliance)\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* Star Wars The Old Republic */
|
||
{ R"(\\swtor\.exe$)", {{
|
||
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
|
||
}} },
|
||
/* Bionic Commando
|
||
Physics break at high fps */
|
||
{ R"(\\bionic_commando\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Need For Speed 3 modern patch */
|
||
{ R"(\\nfs3\.exe$)", {{
|
||
{ "d3d9.enableDialogMode", "True" },
|
||
}} },
|
||
/* Beyond Good And Evil *
|
||
* UI breaks at high fps */
|
||
{ R"(\\BGE\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* King Of Fighters XIII *
|
||
* In-game speed increases on high FPS */
|
||
{ R"(\\kof(xiii|13_win32_Release)\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* YS Origin *
|
||
* Helps very bad frametimes in some areas */
|
||
{ R"(\\yso_win\.exe$)", {{
|
||
{ "d3d9.maxFrameLatency", "1" },
|
||
}} },
|
||
/* Saints Row 2 - Prevents unmap crash */
|
||
{ R"(\\SR2_pc\.exe$)", {{
|
||
{ "d3d9.textureMemory", "0" },
|
||
}} },
|
||
/* Witcher 1: Very long loading times */
|
||
{ R"(\\witcher\.exe$)", {{
|
||
{ "d3d9.cachedDynamicBuffers", "True" },
|
||
}} },
|
||
/* Guitar Hero World Tour *
|
||
* Very prone to address space crashes */
|
||
{ R"(\\(GHWT|GHWT_Definitive)\.exe$)", {{
|
||
{ "d3d9.textureMemory", "16" },
|
||
{ "d3d9.allowDirectBufferMapping", "False" },
|
||
}} },
|
||
/* Heroes of Annihilated Empires *
|
||
* Has issues with texture rendering and *
|
||
* video memory detection otherwise. */
|
||
{ R"(\\Heroes (o|O)f Annihilated Empires.*\\engine\.exe$)", {{
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
{ "d3d9.maxAvailableMemory", "2048" },
|
||
}} },
|
||
/* The Ship (2004) */
|
||
{ R"(\\ship\.exe$)", {{
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
}} },
|
||
/* SiN Episodes Emergence */
|
||
{ R"(\\SinEpisodes\.exe$)", {{
|
||
{ "d3d9.memoryTrackTest", "True" },
|
||
}} },
|
||
/* Hammer World Editor */
|
||
{ R"(\\(hammer(plusplus)?|mallet|wc)\.exe$)", {{
|
||
{ "d3d9.cachedDynamicBuffers", "True" },
|
||
}} },
|
||
/* Dragon Age Origins *
|
||
* Keeps unmapping the same 3 1MB buffers *
|
||
* thousands of times when you alt-tab out *
|
||
* Causing it to crash OOM */
|
||
{ R"(\\DAOrigins\.exe$)" , {{
|
||
{ "d3d9.allowDirectBufferMapping", "False" },
|
||
}} },
|
||
/* Fallout 3 - Doesn't like Intel Id */
|
||
{ R"(\\Fallout3\.exe$)", {{
|
||
{ "d3d9.customVendorId", "10de" },
|
||
}} },
|
||
/* Sonic & All-Stars Racing Transformed *
|
||
* Helps performance when Resizable BAR *
|
||
* is enabled */
|
||
{ R"(\\ASN_App_PcDx9_Final\.exe$)", {{
|
||
{ "d3d9.cachedDynamicBuffers", "True" },
|
||
}} },
|
||
/* Black Mesa *
|
||
* Artifacts & broken flashlight on Intel */
|
||
{ R"(\\bms\.exe$)", {{
|
||
{ "d3d9.customVendorId", "10de" },
|
||
}} },
|
||
/* Final Fantasy XIV - Direct3D 9 mode *
|
||
* Can crash with unmapping */
|
||
{ R"(\\ffxiv\.exe$)", {{
|
||
{ "d3d9.textureMemory", "0" },
|
||
}} },
|
||
/* Alien Rage *
|
||
* GTX 295 & disable Hack to fix shadows */
|
||
{ R"(\\(ShippingPC-AFEARGame|ARageMP)\.exe$)", {{
|
||
{ "d3d9.customVendorId", "10de" },
|
||
{ "d3d9.customDeviceId", "05E0" },
|
||
{ "dxgi.hideNvidiaGpu", "False" },
|
||
}} },
|
||
/* Battle Fantasia Revised Edition *
|
||
* Speedup above 60fps */
|
||
{ R"(\\bf10\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Codename Panzers Phase One/Two *
|
||
* Main menu won't render after intros */
|
||
{ R"(\\(PANZERS|PANZERS_Phase_2)\.exe$)", {{
|
||
{ "d3d9.enableDialogMode", "True" },
|
||
}} },
|
||
/* DC Universe Online *
|
||
* Freezes after alt tabbing */
|
||
{ R"(\\DCGAME\.EXE$)", {{
|
||
{ "d3d9.deviceLostOnFocusLoss", "True" },
|
||
}} },
|
||
/* Halo Online *
|
||
* Black textures */
|
||
{ R"(\\eldorado\.exe$)", {{
|
||
{ "d3d9.floatEmulation", "Strict" },
|
||
}} },
|
||
/* Injustice: Gods Among Us *
|
||
* Locks a buffer that's still in use */
|
||
{ R"(\\injustice\.exe$)", {{
|
||
{ "d3d9.allowDirectBufferMapping", "False" },
|
||
}} },
|
||
/* STEINS;GATE ELITE */
|
||
{ R"(\\SG_ELITE\\Game\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* The Incredibles */
|
||
{ R"(\\IncPC\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "59" },
|
||
}} },
|
||
/* Conflict Vietnam */
|
||
{ R"(\\Vietnam\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Project: Snowblind */
|
||
{ R"(\\Snowblind\.(SP|MP|exe)$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Aviary Attorney */
|
||
{ R"(\\Aviary Attorney\\nw\.exe$)", {{
|
||
{ "d3d9.maxFrameRate", "60" },
|
||
}} },
|
||
/* Drakensang: The Dark Eye */
|
||
{ R"(\\drakensang\.exe$)", {{
|
||
{ "d3d9.deferSurfaceCreation", "True" },
|
||
}} },
|
||
/* Age of Empires 2 - janky frame timing */
|
||
{ R"(\\AoK HD\.exe$)", {{
|
||
{ "d3d9.maxFrameLatency", "1" },
|
||
}} },
|
||
/* Battlestations Midway */
|
||
{ R"(\\Battlestationsmidway\.exe$)", {{
|
||
{ "d3d9.cachedDynamicBuffers", "True" },
|
||
}} },
|
||
/* SkyDrift *
|
||
* Works around alt tab OOM crash */
|
||
{ R"(\\SkyDrift\.exe$)" , {{
|
||
{ "d3d9.allowDirectBufferMapping", "False" },
|
||
}} },
|
||
|
||
/**********************************************/
|
||
/* D3D12 GAMES (vkd3d-proton with dxvk dxgi) */
|
||
/**********************************************/
|
||
|
||
/* Diablo 4 - Will complain about missing *
|
||
* GPU unless dxgi Id match actual GPU Id */
|
||
{ R"(\\Diablo IV\.exe$)", {{
|
||
{ "dxgi.hideNvidiaGpu", "False" },
|
||
}} },
|
||
/* WILD HEARTS™️ *
|
||
* D3D12 title using D3D11 device for *
|
||
* media texture creation, whereby a large *
|
||
* chunk size only slows down media *
|
||
* initialization */
|
||
{ R"(\\WILD HEARTS(_Trial)?\.exe$)", {{
|
||
{ "dxvk.maxChunkSize", "4" },
|
||
}} },
|
||
/* Ratchet & Clank: Rift Apart - does not allow
|
||
* enabling ray tracing if it sees an AMD GPU. */
|
||
{ R"(\\RiftApart\.exe$)", {{
|
||
{ "dxgi.hideNvidiaGpu", "False" },
|
||
}} },
|
||
/* CP2077 enumerates display outputs each frame.
|
||
* Avoid using QueryDisplayConfig to avoid
|
||
* performance degradation until the
|
||
* optimization of that function is in Proton. */
|
||
{ R"(\\Cyberpunk2077\.exe$)", {{
|
||
{ "dxgi.useMonitorFallback", "True" },
|
||
}} },
|
||
/* Hitman 3 - Ray Tracing */
|
||
{ R"(\\HITMAN3\.exe$)", {{
|
||
{ "dxgi.hideNvidiaGpu", "False" },
|
||
}} },
|
||
/* Metro Exodus Enhanced Edition picks GPU adapters
|
||
* by available VRAM, which causes issues on some
|
||
* systems with integrated graphics. */
|
||
{ R"(\\Metro Exodus Enhanced Edition\\MetroExodus\.exe$)", {{
|
||
{ "dxvk.hideIntegratedGraphics", "True" },
|
||
}} },
|
||
}};
|
||
|
||
|
||
static bool isWhitespace(char ch) {
|
||
return ch == ' ' || ch == '\x9' || ch == '\r';
|
||
}
|
||
|
||
|
||
static bool isValidKeyChar(char ch) {
|
||
return (ch >= '0' && ch <= '9')
|
||
|| (ch >= 'A' && ch <= 'Z')
|
||
|| (ch >= 'a' && ch <= 'z')
|
||
|| (ch == '.' || ch == '_');
|
||
}
|
||
|
||
|
||
static size_t skipWhitespace(const std::string& line, size_t n) {
|
||
while (n < line.size() && isWhitespace(line[n]))
|
||
n += 1;
|
||
return n;
|
||
}
|
||
|
||
|
||
struct ConfigContext {
|
||
bool active;
|
||
};
|
||
|
||
|
||
static void parseUserConfigLine(Config& config, ConfigContext& ctx, const std::string& line) {
|
||
std::stringstream key;
|
||
std::stringstream value;
|
||
|
||
// Extract the key
|
||
size_t n = skipWhitespace(line, 0);
|
||
|
||
if (n < line.size() && line[n] == '[') {
|
||
n += 1;
|
||
|
||
size_t e = line.size() - 1;
|
||
while (e > n && line[e] != ']')
|
||
e -= 1;
|
||
|
||
while (n < e)
|
||
key << line[n++];
|
||
|
||
ctx.active = key.str() == env::getExeName();
|
||
} else {
|
||
while (n < line.size() && isValidKeyChar(line[n]))
|
||
key << line[n++];
|
||
|
||
// Check whether the next char is a '='
|
||
n = skipWhitespace(line, n);
|
||
if (n >= line.size() || line[n] != '=')
|
||
return;
|
||
|
||
// Extract the value
|
||
bool insideString = false;
|
||
n = skipWhitespace(line, n + 1);
|
||
|
||
while (n < line.size()) {
|
||
if (!insideString && isWhitespace(line[n]))
|
||
break;
|
||
|
||
if (line[n] == '"') {
|
||
insideString = !insideString;
|
||
n++;
|
||
} else
|
||
value << line[n++];
|
||
}
|
||
|
||
if (ctx.active)
|
||
config.setOption(key.str(), value.str());
|
||
}
|
||
}
|
||
|
||
|
||
Config::Config() { }
|
||
Config::~Config() { }
|
||
|
||
|
||
Config::Config(OptionMap&& options)
|
||
: m_options(std::move(options)) { }
|
||
|
||
|
||
void Config::merge(const Config& other) {
|
||
for (auto& pair : other.m_options)
|
||
m_options.insert(pair);
|
||
}
|
||
|
||
|
||
void Config::setOption(const std::string& key, const std::string& value) {
|
||
m_options.insert_or_assign(key, value);
|
||
}
|
||
|
||
|
||
std::string Config::getOptionValue(const char* option) const {
|
||
auto iter = m_options.find(option);
|
||
|
||
return iter != m_options.end()
|
||
? iter->second : std::string();
|
||
}
|
||
|
||
|
||
bool Config::parseOptionValue(
|
||
const std::string& value,
|
||
std::string& result) {
|
||
result = value;
|
||
return true;
|
||
}
|
||
|
||
|
||
bool Config::parseOptionValue(
|
||
const std::string& value,
|
||
bool& result) {
|
||
static const std::array<std::pair<const char*, bool>, 2> s_lookup = {{
|
||
{ "true", true },
|
||
{ "false", false },
|
||
}};
|
||
|
||
return parseStringOption(value,
|
||
s_lookup.begin(), s_lookup.end(), result);
|
||
}
|
||
|
||
|
||
bool Config::parseOptionValue(
|
||
const std::string& value,
|
||
int32_t& result) {
|
||
if (value.size() == 0)
|
||
return false;
|
||
|
||
// Parse sign, don't allow '+'
|
||
int32_t sign = 1;
|
||
size_t start = 0;
|
||
|
||
if (value[0] == '-') {
|
||
sign = -1;
|
||
start = 1;
|
||
}
|
||
|
||
// Parse absolute number
|
||
int32_t intval = 0;
|
||
|
||
for (size_t i = start; i < value.size(); i++) {
|
||
if (value[i] < '0' || value[i] > '9')
|
||
return false;
|
||
|
||
intval *= 10;
|
||
intval += value[i] - '0';
|
||
}
|
||
|
||
// Apply sign and return
|
||
result = sign * intval;
|
||
return true;
|
||
}
|
||
|
||
|
||
bool Config::parseOptionValue(
|
||
const std::string& value,
|
||
float& result) {
|
||
if (value.size() == 0)
|
||
return false;
|
||
|
||
// Parse sign
|
||
size_t pos = 0;
|
||
bool negate = false;
|
||
|
||
if (value[0] == '-') {
|
||
negate = true;
|
||
|
||
if (++pos == value.size())
|
||
return false;
|
||
}
|
||
|
||
// Parse integer part
|
||
uint64_t intPart = 0;
|
||
|
||
if (value[pos] == '.')
|
||
return false;
|
||
|
||
while (pos < value.size()) {
|
||
if (value[pos] == '.') {
|
||
if (++pos == value.size())
|
||
return false;
|
||
break;
|
||
}
|
||
|
||
if (value[pos] < '0' || value[pos] > '9')
|
||
return false;
|
||
|
||
intPart *= 10;
|
||
intPart += value[pos] - '0';
|
||
pos += 1;
|
||
}
|
||
|
||
// Parse fractional part
|
||
uint64_t fractPart = 0;
|
||
uint64_t fractDivisor = 1;
|
||
|
||
while (pos < value.size()) {
|
||
if (value[pos] < '0' || value[pos] > '9')
|
||
return false;
|
||
|
||
fractDivisor *= 10;
|
||
fractPart *= 10;
|
||
fractPart += value[pos] - '0';
|
||
pos += 1;
|
||
}
|
||
|
||
// Compute final number, not super accurate but this should do
|
||
result = float((double(fractPart) / double(fractDivisor)) + double(intPart));
|
||
|
||
if (negate)
|
||
result = -result;
|
||
|
||
return std::isfinite(result);
|
||
}
|
||
|
||
|
||
bool Config::parseOptionValue(
|
||
const std::string& value,
|
||
Tristate& result) {
|
||
static const std::array<std::pair<const char*, Tristate>, 3> s_lookup = {{
|
||
{ "true", Tristate::True },
|
||
{ "false", Tristate::False },
|
||
{ "auto", Tristate::Auto },
|
||
}};
|
||
|
||
return parseStringOption(value,
|
||
s_lookup.begin(), s_lookup.end(), result);
|
||
}
|
||
|
||
|
||
template<typename I, typename V>
|
||
bool Config::parseStringOption(
|
||
std::string str,
|
||
I begin,
|
||
I end,
|
||
V& value) {
|
||
str = Config::toLower(str);
|
||
|
||
for (auto i = begin; i != end; i++) {
|
||
if (str == i->first) {
|
||
value = i->second;
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
|
||
Config Config::getAppConfig(const std::string& appName) {
|
||
auto appConfig = std::find_if(g_appDefaults.begin(), g_appDefaults.end(),
|
||
[&appName] (const std::pair<const char*, Config>& pair) {
|
||
std::regex expr(pair.first, std::regex::extended | std::regex::icase);
|
||
return std::regex_search(appName, expr);
|
||
});
|
||
|
||
if (appConfig != g_appDefaults.end()) {
|
||
// Inform the user that we loaded a default config
|
||
Logger::info(str::format("Found built-in config:"));
|
||
|
||
for (auto& pair : appConfig->second.m_options)
|
||
Logger::info(str::format(" ", pair.first, " = ", pair.second));
|
||
|
||
return appConfig->second;
|
||
}
|
||
|
||
return Config();
|
||
}
|
||
|
||
|
||
Config Config::getUserConfig() {
|
||
Config config;
|
||
|
||
// Load either $DXVK_CONFIG_FILE or $PWD/dxvk.conf
|
||
std::string filePath = env::getEnvVar("DXVK_CONFIG_FILE");
|
||
std::string confLine = env::getEnvVar("DXVK_CONFIG");
|
||
|
||
if (filePath == "")
|
||
filePath = "dxvk.conf";
|
||
|
||
// Open the file if it exists
|
||
std::ifstream stream(str::topath(filePath.c_str()).c_str());
|
||
|
||
if (!stream && confLine.empty())
|
||
return config;
|
||
|
||
// Initialize parser context
|
||
ConfigContext ctx;
|
||
ctx.active = true;
|
||
|
||
if (stream) {
|
||
// Inform the user that we loaded a file, might
|
||
// help when debugging configuration issues
|
||
Logger::info(str::format("Found config file: ", filePath));
|
||
|
||
// Parse the file line by line
|
||
std::string line;
|
||
|
||
while (std::getline(stream, line))
|
||
parseUserConfigLine(config, ctx, line);
|
||
}
|
||
|
||
if (!confLine.empty()) {
|
||
// Inform the user that we parsing config from environment, might
|
||
// help when debugging configuration issues
|
||
Logger::info(str::format("Found config env: ", confLine));
|
||
|
||
for(auto l : str::split(confLine, ";"))
|
||
parseUserConfigLine(config, ctx, std::string(l.data(), l.size()));
|
||
}
|
||
|
||
return config;
|
||
}
|
||
|
||
|
||
void Config::logOptions() const {
|
||
if (!m_options.empty()) {
|
||
Logger::info("Effective configuration:");
|
||
|
||
for (auto& pair : m_options)
|
||
Logger::info(str::format(" ", pair.first, " = ", pair.second));
|
||
}
|
||
}
|
||
|
||
std::string Config::toLower(std::string str) {
|
||
std::transform(str.begin(), str.end(), str.begin(),
|
||
[] (unsigned char c) { return (c >= 'A' && c <= 'Z') ? (c + 'a' - 'A') : c; });
|
||
return str;
|
||
}
|
||
|
||
}
|