diff --git a/dxvk.conf b/dxvk.conf new file mode 100644 index 00000000..25d27cb9 --- /dev/null +++ b/dxvk.conf @@ -0,0 +1,189 @@ +# 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 + + +# 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 + + +# 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 + + +# Report Nvidia GPUs as AMD GPUs by default. This is enabled by default +# to work around issues with NVAPI, but may cause issues in some games. +# +# Supported values: True, False + +# dxgi.nvapiHack = True + + + +# Override maximum amount of device memory and shared system memory +# reported to the application. This may fix texture streaming issues +# in games that do not support cards with large amounts of VRAM. +# +# Supported values: Any number in Megabytes. + +# dxgi.maxDeviceMemory = 0 +# dxgi.maxSharedMemory = 0 + + +# Override back buffer count for the Vulkan swap chain. +# Setting this to 0 or less will have no effect. +# +# Supported values: Any number greater than or equal to 2. + +# dxgi.numBackBuffers = 0 + + +# Overrides synchronization interval (Vsync) for presentation. +# Setting this to 0 disables vertical synchronization entirely. +# A positive value 'n' will enable Vsync and repeat the same +# image n times, and a negative value will have no effect. +# +# Supported values: Any non-negative number + +# dxgi.syncInterval = -1 + + +# Enables or dsables d3d10 support. +# +# Supported values: True, False + +# d3d10.enable = True + + +# Handle D3D11_MAP_FLAG_DO_NOT_WAIT correctly when D3D11DeviceContext::Map() +# is called. Enabling this can potentially improve performance, but breaks +# games which do not expect Map() to return an error despite using the flag. +# +# Supported values: True, False + +# d3d11.allowMapFlagNoWait = False + + +# 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 + + +# Enables SM4-compliant division-by-zero behaviour. Enabling may reduce +# performance and / or cause issues in games that expect the default +# behaviour of Windows drivers, which also is not SM4-compliant. +# +# Supported values: True, False + +# d3d11.strictDivision = 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 \ No newline at end of file