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Configuration file for DXVK [Version 2.4]
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Device filter. Only exposes devices whose Vulkan device name contains #
# the given string. May be useful to force an application to run on a #
# specific GPU, but not applications launched by that application. #
# #
# Default value(s): #
# - "" #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# dxvk.deviceFilter = ""
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - False #
# - 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 #
# #
# Default value(s): #
# - 0 #
# - 0 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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: #
# - -1: Always disables the limiter #
# - 0: Default behaviour. Limits the frame rate to the selected display #
# refresh rate when vertical synchronization is enabled if the actual #
# display mode does not match the game's one. #
# - n: Limit to n frames per second. #
# #
# Default value(s): #
# - 0 #
# - 0 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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. #
# #
# Default value(s): #
# - 0000 #
# - 0000 #
# - 0000 #
# - 0000 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# dxgi.customDeviceId = 0000
# dxgi.customVendorId = 0000
# d3d9.customDeviceId = 0000
# d3d9.customVendorId = 0000
# # # # # # # # # # # # # # # # # # # # # # #
# Override the reported device description #
# #
# Supported values: Any string. #
# #
# Default value(s): #
# - "" #
# - "" #
# # # # # # # # # # # # # # # # # # # # # # #
# 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-specific code paths #
# in games, especially Unreal Engine. #
# #
# Supported values: Auto, True, False #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# dxgi.hideNvidiaGpu = Auto
# # # # # # # # # # # # # # # # # # # # # # # # # # #
# Report Nvidia GPUs running on NVK as AMD GPUs. #
# #
# Supported values: Auto, True, False #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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. #
# #
# Default value(s): #
# - 0 #
# - 0 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 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. #
# #
# Default value(s): #
# - 0 #
# - 0 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - -1 #
# - -1 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - 0 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - -1 #
# - -1 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 0.0 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - False #
# - 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 #
# #
# Default value(s): #
# - True #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - False #
# - 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - 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. #
# #
# Default value(s): #
# - 256 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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. #
# #
# Default value(s): #
# - -1 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - "" #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# d3d11.cachedDynamicResources = ""
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Force-enables the D3D11 context lock via the ID3D10Multithread #
# interface. This may be useful to debug race conditions. #
# #
# Supported values: True, False #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - True #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 0 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 0 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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. #
# #
# Supported values (accepts a comma-separated list): #
# - devinfo: Displays the name of the GPU and the driver version. #
# - fps: Shows the current frame rate. #
# - frametimes: Shows a frame time graph. #
# - submissions: Shows the number of command buffers submitted per frame. #
# - drawcalls: Shows the number of draw calls and render passes per frame. #
# - pipelines: Shows the total number of graphics and compute pipelines. #
# - descriptors: Shows the number of descriptor pools and descriptor sets. #
# - memory: Shows the amount of device memory allocated and used. #
# - gpuload: Shows estimated GPU load. May be inaccurate. #
# - version: Shows DXVK version. #
# - api: Shows the D3D feature level used by the application. #
# - cs: Shows worker thread statistics. #
# - compiler: Shows shader compiler activity #
# - samplers: Shows the current number of sampler pairs used [D3D9 Only] #
# - scale=x: Scales the HUD by a factor of x (e.g. 1.5) #
# - opacity=y: Adjusts the HUD opacity by a factor of y (e.g. 0.5, 1.0 being fully opaque). #
# - full: Enables all available HUD elements. #
# #
# Default value(s): #
# - [EMPTY] #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 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) #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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) #
# #
# Default value(s): #
# - False #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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) #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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) #
# #
# Default value(s): #
# - False #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 4096 #
# - 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 #
# #
# Default value(s): #
# - Auto #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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) #
# #
# Default value(s): #
# - False #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# d3d9.enableDialogMode = False
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Overrides the application's MSAA level on the swapchain #
# #
# Supported values: -1 (application) and 0 to 16 (user override) #
# #
# Default value(s): #
# - -1 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - False #
# - 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 #
# #
# Default value(s): #
# - False #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# d3d9.deviceLocalConstantBuffers = False
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Support DF formats #
# #
# Support the vendor extension DF floating point depth formats #
# #
# Supported values: True, False #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# d3d9.supportDFFormats = True
# # # # # # # # # # # # # # # # # # # # # # # # # # #
# Use D32f for D24 #
# #
# Useful for reproducing AMD issues on other hw. #
# #
# Supported values: True, False #
# #
# Default value(s): #
# - False #
# # # # # # # # # # # # # # # # # # # # # # # # # # #
# d3d9.useD32forD24 = False
# # # # # # # # # # # # # # # # # # #
# Support X4R4G4B4 #
# #
# Support the X4R4G4B4 format. #
# The Sims 2 is a very broken game. #
# #
# Supported values: True, False #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # #
# d3d9.supportX4R4G4B4 = True
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Support D16_LOCKABLE #
# #
# Support the D16_LOCKABLE format. #
# Always enabled on AMD, or when spoofing an AMD GPU #
# via customVendorId, disabled by default on Nvidia and Intel. #
# #
# Supported values: #
# - True/False #
# #
# Default value(s): #
# - False #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# d3d9.supportD16Lockable = False
# # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): False #
# - 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" #
# #
# Default value(s): #
# - "" #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - 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. #
# #
# Default value(s): #
# - 100 #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - 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 #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# d3d9.countLosableResources = True
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Use NVIDIA Shadow Buffers #
# #
# Vendor behavior for GeForce3 and GeForce4 cards that allows #
# sampling depth textures with non-normalized Z coordinates #
# and applies hardware shadow filtering. #
# #
# Supported values: #
# - True/False #
# #
# Default value(s): #
# - False #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# d3d8.useShadowBuffers = False
# # # # # # # # # # # # # # # # # # # # # # # # #
# Asynchronous shader compilation #
# #
# Allows shader compilation to be asynchronous #
# #
# REQUIRES A PATCHED DXVK BUILD #
# #
# Default value(s): #
# - True #
# # # # # # # # # # # # # # # # # # # # # # # # #
# dxvk.enableAsync = True
# # # # # # # # # # # # # # # # # # #
# Asynchronous graphics pipeline #
# #
# Enables GPL asynchronous cache #
# #
# REQUIRES A PATCHED DXVK BUILD #
# #
# Default value(s): #
# - False #
# # # # # # # # # # # # # # # # # # #
# dxvk.gplAsyncCache = False
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