dxvk/dxvk.conf

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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
# 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
# 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 = True
# 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
# Controls workaround for NVIDIA HVV Heap bug.
#
# Limits the budget of NVIDIA's HVV (host-visible,
# device-local) heap to be half of the reported size. This is
# needed to avoid NVIDIA driver bug 3114283, and defaults to
# being enabled on all affected drivers.
#
# Supported values:
# - Auto: Don't change the default
# - True, False: Always enable / disable
# dxvk.halveNvidiaHVVHeap = 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 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
# 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
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# 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
2020-11-27 06:27:01 +00:00
# Alpha Test Wiggle Room
#
# Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
# misc. imprecision on some vendors
#
# Supported values:
# - True/False
2020-11-27 06:27:01 +00:00
# d3d9.alphaTestWiggleRoom = 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
# Allow Read Only
#
# Enables using the D3DLOCK_READONLY flag. Some apps use this
# incorrectly, and write when they should be reading.
#
# Supported values:
# - True/False
# d3d9.allowLockFlagReadonly = True
# 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
# SWVP Constant Counts
#
# The number of constants available when using Software Vertex Processing.
#
# Supported values:
# - Integers
# d3d9.swvpFloatCount = 8192
# d3d9.swvpIntCount = 2048
# d3d9.swvpBoolCount = 2048
# 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 Do Not Wait
#
# Allow the do not wait lock flag to be used
# Useful if some apps use this incorrectly.
#
# Supported values:
# - True/False
# d3d9.allowDoNotWait = True
# 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
# d3d11.apitraceMode = False