mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-01 16:24:12 +01:00
576 lines
15 KiB
Plaintext
576 lines
15 KiB
Plaintext
# 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 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
|
|
|
|
|
|
# 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
|
|
|
|
# dxgi.tearFree = Auto
|
|
# d3d9.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
|
|
|
|
|
|
# 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 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
|
|
|
|
|
|
# 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
|
|
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# No Explicit Front Buffer
|
|
#
|
|
# Disables the front buffer
|
|
#
|
|
# Supported values:
|
|
# - True/False
|
|
|
|
# d3d9.noExplicitFrontBuffer = False
|
|
|
|
# Support DF formats
|
|
#
|
|
# Support the vendor extension DF floating point depth formats
|
|
#
|
|
# Supported values:
|
|
# - True/False
|
|
|
|
# d3d9.supportDFFormats = True
|
|
|
|
# Support X4R4G4B4
|
|
#
|
|
# Support the X4R4G4B4 format.
|
|
# The Sims 2 is a horrible game made by complete morons.
|
|
#
|
|
# 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 horrible game made by complete morons.
|
|
#
|
|
# 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 = ""
|
|
|
|
# Allow Discard
|
|
#
|
|
# Allow the discard lock flag to be used
|
|
# Useful if some apps use this incorrectly.
|
|
#
|
|
# Supported values:
|
|
# - True/False
|
|
|
|
# d3d9.allowDiscard = True
|
|
|
|
# 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
|
|
|
|
# APITrace Mode
|
|
#
|
|
# Makes all host visible buffers cached and coherent
|
|
# Improves performance when apitracing, but also can impact
|
|
# some dumb games.
|
|
#
|
|
# Supported values:
|
|
# - True/False
|
|
|
|
# d3d9.apitraceMode = 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
|