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source: vbox/trunk/src/libs/dxvk-2.3.1/dxvk.conf@ 105770

Last change on this file since 105770 was 105107, checked in by vboxsync, 5 months ago

libs/dxvk-2.3.1: Make it build, bugref:10716

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1# Expose the HDR10 ColorSpace (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
2# to the application by default.
3# This shows to the game that the global Windows 'HDR Mode' is enabled.
4# Many (broken) games will need this to be set to consider exposing HDR output
5# as determine it based on the DXGIOutput's current ColorSpace instead of
6# using CheckColorSpaceSupport.
7# This defaults to the value of the DXVK_HDR environment variable.
8#
9# Supported values: True, False
10
11# dxgi.enableHDR = True
12
13# Create the VkSurface on the first call to IDXGISwapChain::Present,
14# rather than when creating the swap chain. Some games that start
15# rendering with a different graphics API may require this option,
16# or otherwise the window may stay black.
17#
18# Supported values: True, False
19
20# dxgi.deferSurfaceCreation = False
21# d3d9.deferSurfaceCreation = False
22
23
24# Enforce a stricter maximum frame latency. Overrides the application
25# setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
26# Setting this to 0 will have no effect.
27#
28# Supported values : 0 - 16
29
30# dxgi.maxFrameLatency = 0
31# d3d9.maxFrameLatency = 0
32
33
34# Enables frame rate limiter. The main purpose of this is to work around
35# bugs in games that have physics or other simulation tied to their frame
36# rate, but do not provide their own limiter.
37#
38# Supported values : Any non-negative integer
39
40# dxgi.maxFrameRate = 0
41# d3d9.maxFrameRate = 0
42
43
44# Override PCI vendor and device IDs reported to the application. Can
45# cause the app to adjust behaviour depending on the selected values.
46#
47# Supported values: Any four-digit hex number.
48
49# dxgi.customDeviceId = 0000
50# dxgi.customVendorId = 0000
51
52# d3d9.customDeviceId = 0000
53# d3d9.customVendorId = 0000
54
55
56# Override the reported device description
57#
58# Supported values: Any string.
59
60# dxgi.customDeviceDesc = ""
61# d3d9.customDeviceDesc = ""
62
63
64# Report Nvidia GPUs as AMD GPUs. Unless NVAPI support is explicitly
65# enabled through Proton, this is done by default in order to work
66# around crashes or low performance with Nvidia-speciic code paths
67# in games, especially Unreal Engine.
68#
69# Supported values: Auto, True, False
70
71# dxgi.hideNvidiaGpu = Auto
72
73
74# Report Nvidia GPUs running on NVK as AMD GPUs.
75#
76# Supported values: Auto, True, False
77
78# dxgi.hideNvkGpu = Auto
79
80
81# Report AMD GPUs as Nvidia GPUs. This is only done for games that are
82# known to have issues with AMDAGS or other AMD-specific code paths.
83#
84# Supported values: Auto, True, False
85
86# dxgi.hideAmdGpu = Auto
87
88
89# Report Intel GPUs as AMD GPUs. This is only done for games that are
90# known to have issues with Intel-specific libraries such as XESS.
91#
92# Supported values: Auto, True, False
93
94# dxgi.hideIntelGpu = Auto
95
96
97# Override maximum amount of device memory and shared system memory
98# reported to the application. This may fix texture streaming issues
99# in games that do not support cards with large amounts of VRAM.
100# This is not a hard cap and applications can choose to ignore it.
101#
102# Supported values: Any number in Megabytes.
103
104# dxgi.maxDeviceMemory = 0
105# dxgi.maxSharedMemory = 0
106
107
108# Some games think we are on Intel given a lack of NVAPI or
109# AGS/atiadlxx support. Report our device memory as shared memory,
110# and some small amount for a "carveout".
111
112# Supported values: True, False
113
114# dxgi.emulateUMA = False
115
116
117# Override back buffer count for the Vulkan swap chain.
118# Setting this to 0 or less will have no effect.
119#
120# Supported values: Any number greater than or equal to 2.
121
122# dxgi.numBackBuffers = 0
123# d3d9.numBackBuffers = 0
124
125
126# Overrides synchronization interval (Vsync) for presentation.
127# Setting this to 0 disables vertical synchronization entirely.
128# A positive value 'n' will enable Vsync and repeat the same
129# image n times, and a negative value will have no effect.
130#
131# Supported values: Any non-negative number
132
133# dxgi.syncInterval = -1
134# d3d9.presentInterval = -1
135
136
137# True enables the mailbox present mode in case regular Vsync is disabled.
138# This should avoid tearing, but may be unsupported on some systems
139# or require setting dxgi.numBackBuffers to a higher value in order
140# to work properly.
141#
142# False enables the relaxed fifo present mode in case regular Vsync is enabled.
143# This should result in tearing but reduce stutter if FPS are too low,
144# but may be unsupported on some systems.
145#
146# Please do not report issues with this option.
147#
148# Supported values: Auto, True, False
149
150# dxvk.tearFree = Auto
151
152
153# Assume single-use mode for command lists created on deferred contexts.
154# This may need to be disabled for some applications to avoid rendering
155# issues, which may come at a significant performance cost.
156#
157# Supported values: True, False
158
159# d3d11.dcSingleUseMode = True
160
161
162# Override the maximum feature level that a D3D11 device can be created
163# with. Setting this to a higher value may allow some applications to run
164# that would otherwise fail to create a D3D11 device.
165#
166# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1, 12_0, 12_1
167
168# d3d11.maxFeatureLevel = 12_1
169
170
171# Overrides the maximum allowed tessellation factor. This can be used to
172# improve performance in titles which overuse tessellation.
173#
174# Supported values: Any number between 8 and 64
175
176# d3d11.maxTessFactor = 0
177
178
179# Enables relaxed pipeline barriers around UAV writes.
180#
181# This may improve performance in some games, but may also introduce
182# rendering issues. Please don't report bugs with the option enabled.
183#
184# Supported values: True, False
185
186# d3d11.relaxedBarriers = False
187
188
189# Ignores barriers around UAV writes from fragment shaders.
190#
191# This may improve performance in some games, but may also introduce
192# rendering issues. Please don't report bugs with the option enabled.
193#
194# Supported values: True, False
195
196# d3d11.ignoreGraphicsBarriers = False
197
198
199# Overrides anisotropic filtering for all samplers. Set this to a positive
200# value to enable AF for all samplers in the game, or to 0 in order to
201# disable AF entirely. Negative values will have no effect.
202#
203# Supported values: Any number between 0 and 16
204
205# d3d11.samplerAnisotropy = -1
206# d3d9.samplerAnisotropy = -1
207
208
209# Changes the mipmap LOD bias for all samplers. The given number will be
210# added to the LOD bias provided by the application, rather than replacing
211# it entirely. Positive values will reduce texture detail, while negative
212# values may increase sharpness at the cost of shimmer.
213#
214# Supported values: Any number between -2.0 and 1.0
215
216# d3d11.samplerLodBias = 0.0
217# d3d9.samplerLodBias = 0.0
218
219
220# Clamps any negative LOD bias to 0. Applies after samplerLodBias has been
221# applied. May help with games that use a high negative LOD bias by default.
222#
223# Supported values: True, False
224
225# d3d11.clampNegativeLodBias = False
226# d3d9.clampNegativeLodBias = False
227
228
229# Declares vertex positions as invariant in order to solve
230# potential Z-fighting issues at a small performance cost.
231#
232# Supported values: True, False
233
234# d3d11.invariantPosition = True
235# d3d9.invariantPosition = True
236
237
238# Forces per-sample rate shading when MSAA is enabled, rather than per-pixel
239# shading. May improve visual clarity at a significant performance cost, but
240# may also introduce visual issues in some games.
241#
242# Supported values: True, False
243
244# d3d11.forceSampleRateShading = False
245# d3d9.forceSampleRateShading = False
246
247
248# Forces the sample count of all textures to 1, and performs
249# the needed fixups in resolve operations and shaders.
250#
251# Supported values: True, False
252
253# d3d11.disableMsaa = False
254
255
256# Clears workgroup memory in compute shaders to zero. Some games don't do
257# this and rely on undefined behaviour. Enabling may reduce performance.
258#
259# Supported values: True, False
260
261# d3d11.zeroWorkgroupMemory = False
262
263
264# Resource size limit for implicit discards, in kilobytes. For small staging
265# resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
266# storage in order to avoid GPU synchronization, so setting this too high
267# may cause memory issues, setting it to -1 disables the feature.
268
269# d3d11.maxImplicitDiscardSize = 256
270
271
272# Resource size limit for buffer-mapped dynamic images, in kilobytes.
273# A higher threshold may reduce memory usage and PCI-E bandwidth in
274# some games, but may also increase GPU synchronizations. Setting it
275# to -1 disables the feature.
276
277# d3d11.maxDynamicImageBufferSize = -1
278
279
280# Allocates dynamic resources with the given set of bind flags in
281# cached system memory rather than uncached memory or host-visible
282# VRAM, in order to allow fast readback from the CPU. This is only
283# useful for buggy applications, and may reduce GPU-bound performance.
284#
285# Supported values: Any combination of the following:
286# - v: Vertex buffers
287# - i: Index buffers
288# - c: Constant buffers
289# - r: Shader resources
290# - a: All dynamic resources
291
292# d3d11.cachedDynamicResources = ""
293
294
295# Force-enables the D3D11 context lock via the ID3D10Multithread
296# interface. This may be useful to debug race conditions.
297#
298# Supported values: True, False
299
300# d3d11.enableContextLock = False
301
302
303# Exposes or hides support for driver command lists
304#
305# Some games use the feature flag to decide whether to use deferred
306# contexts or not. We enable this by default, but in some situations
307# this can lead to issues if games detect an AMD GPU where command
308# lists are not natively supported on Windows.
309#
310# Supported values: True, False
311
312# d3d11.exposeDriverCommandLists = True
313
314
315# Sets number of pipeline compiler threads.
316#
317# If the graphics pipeline library feature is enabled, the given
318# number of threads will be used for shader compilation. Some of
319# these threads will be reserved for high-priority work.
320#
321# Supported values:
322# - 0 to use all available CPU cores
323# - any positive number to enforce the thread count
324
325# dxvk.numCompilerThreads = 0
326
327
328# Toggles raw SSBO usage.
329#
330# Uses storage buffers to implement raw and structured buffer
331# views. Enabled by default on hardware which has a storage
332# buffer offset alignment requirement of 4 Bytes (e.g. AMD).
333# Enabling this may improve performance, but is not safe on
334# hardware with higher alignment requirements.
335#
336# Supported values:
337# - Auto: Don't change the default
338# - True, False: Always enable / disable
339
340# dxvk.useRawSsbo = Auto
341
342
343# Changes memory chunk size.
344#
345# Can be used to override the maximum memory chunk size.
346#
347# Supported values:
348# - 0 to use the defaults
349# - any positive integer to limit the chunk size, in MiB
350
351# dxvk.maxChunkSize = 0
352
353
354# Controls graphics pipeline library behaviour
355#
356# Can be used to change VK_EXT_graphics_pipeline_library usage for
357# debugging purpose. Doing so will likely result in increased stutter
358# or degraded performance.
359#
360# Supported values:
361# - Auto: Enable if supported, and compile optimized pipelines in the background
362# - True: Enable if supported, but do not compile optimized pipelines
363# - False: Always disable the feature
364
365# dxvk.enableGraphicsPipelineLibrary = Auto
366
367
368# Controls pipeline lifetime tracking
369#
370# If enabled, pipeline libraries will be freed aggressively in order
371# save memory and address space. Has no effect if graphics pipeline
372# libraries are not supported or disabled.
373#
374# Supported values:
375# - Auto: Enable tracking for 32-bit applications only
376# - True: Always enable tracking
377# - False: Always disable tracking
378
379# dxvk.trackPipelineLifetime = Auto
380
381
382# Sets enabled HUD elements
383#
384# Behaves like the DXVK_HUD environment variable if the
385# environment variable is not set, otherwise it will be
386# ignored. The syntax is identical.
387
388# dxvk.hud =
389
390
391# Reported shader model
392#
393# The shader model to state that we support in the device
394# capabilities that the applicatation queries.
395#
396# Supported values:
397# - 1: Shader Model 1
398# - 2: Shader Model 2
399# - 3: Shader Model 3
400
401# d3d9.shaderModel = 3
402
403
404# DPI Awareness
405#
406# Decides whether we should call SetProcessDPIAware on device
407# creation. Helps avoid upscaling blur in modern Windows on
408# Hi-DPI screens/devices.
409#
410# Supported values:
411# - True, False: Always enable / disable
412
413# d3d9.dpiAware = True
414
415
416# Strict Constant Copies
417#
418# Decides whether we should always copy defined constants to
419# the UBO when relative addressing is used, or only when the
420# relative addressing starts a defined constant.
421#
422# Supported values:
423# - True, False: Always enable / disable
424
425# d3d9.strictConstantCopies = False
426
427
428# Strict Pow
429#
430# Decides whether we have an opSelect for handling pow(0,0) = 0
431# otherwise it becomes undefined.
432#
433# Supported values:
434# - True, False: Always enable / disable
435
436# d3d9.strictPow = True
437
438
439# Lenient Clear
440#
441# Decides whether or not we fastpath clear anyway if we are close enough to
442# clearing a full render target.
443#
444# Supported values:
445# - True, False: Always enable / disable
446
447# d3d9.lenientClear = False
448
449
450# Max available memory
451#
452# Changes the max initial value used in tracking and GetAvailableTextureMem
453# Value in Megabytes
454#
455# Supported values:
456# - Max Available Memory: Any int32_t
457# - Memory Tracking Testing: True, False
458
459# d3d9.maxAvailableMemory = 4096
460# d3d9.memoryTrackTest = False
461
462
463# Force enable/disable floating point quirk emulation
464#
465# Force toggle anything * 0 emulation
466# Setting it to True will use a faster but less accurate approach that works for most games.
467# Supported values:
468# - True: Use a faster but less accurate approach. Good enough for most games
469# - False: Disable float emulation completely
470# - Strict: Use a slower but more correct approach. Necessary for some games
471# - Auto: DXVK will pick automatically
472
473# d3d9.floatEmulation = Auto
474
475
476# Enable dialog box mode
477#
478# Changes the default state of dialog box mode.
479# *Disables* exclusive fullscreen when enabled.
480#
481# Supported values:
482# - True, False: Always enable / disable
483
484# d3d9.enableDialogMode = False
485
486# Overrides the application's MSAA level on the swapchain
487#
488# Supported values: -1 (application) and 0 to 16 (user override)
489
490# d3d9.forceSwapchainMSAA = -1
491
492
493# Long Mad
494#
495# Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
496# This solves some rendering bugs in games that have z-pass shaders which
497# don't match entirely to the regular vertex shader in this way.
498#
499# Supported values:
500# - True/False
501
502# d3d9.longMad = False
503
504# Device Local Constant Buffers
505#
506# Enables using device local, host accessible memory for constant buffers in D3D9.
507# This tends to actually be slower for some reason on AMD,
508# and the exact same performance on NVIDIA.
509#
510# Supported values:
511# - True/False
512
513# d3d9.deviceLocalConstantBuffers = False
514
515# Support DF formats
516#
517# Support the vendor extension DF floating point depth formats
518#
519# Supported values:
520# - True/False
521
522# d3d9.supportDFFormats = True
523
524# Use D32f for D24
525#
526# Useful for reproducing AMD issues on other hw.
527#
528# Supported values:
529# - True/False
530
531# d3d9.useD32forD24 = False
532
533# Support X4R4G4B4
534#
535# Support the X4R4G4B4 format.
536# The Sims 2 is a very broken game.
537#
538# Supported values:
539# - True/False
540
541# d3d9.supportX4R4G4B4 = True
542
543# Support D32
544#
545# Support the D32 format.
546#
547# Supported values:
548# - True/False
549
550# d3d9.supportD32 = True
551
552# Disable A8 as a Render Target
553#
554# Disable support for A8 format render targets
555# Once again, The Sims 2 is a very broken game.
556#
557# Supported values:
558# - True/False
559
560# d3d9.disableA8RT = False
561
562# Support for VCache Query
563#
564# Support for the vcache query
565# Not very important as a user config.
566# Used internally.
567#
568# Supported values:
569# - True/False
570
571# Defaults to True if vendorId == 0x10de
572# d3d9.supportVCache = True
573
574# Force Sampler Type Spec Constants
575#
576# Useful if games use the wrong image and sampler
577# type combo like Halo: CE or Spellforce.
578# Can fix rendering in older, broken games in some instances.
579#
580# Supported values:
581# - True/False
582
583# d3d9.forceSamplerTypeSpecConstants = False
584
585# Force Aspect Ratio
586#
587# Only exposes modes with a given aspect ratio.
588# Useful for titles that break if they see ultra-wide.
589#
590# Supported values:
591# - Any ratio, ie. "16:9", "4:3"
592
593# d3d9.forceAspectRatio = ""
594
595# Enumerate by Displays
596#
597# Whether we should enumerate D3D9 adapters by display (windows behaviour)
598# or by physical adapter.
599# May be useful in PRIME setups.
600#
601# Supported values:
602# - True/False
603
604# d3d9.enumerateByDisplays = True
605
606# Cached Dynamic Buffers
607#
608# Allocates dynamic resources in D3DPOOL_DEFAULT in
609# cached system memory rather than uncached memory or host-visible
610# VRAM, in order to allow fast readback from the CPU. This is only
611# useful for buggy applications, and may reduce GPU-bound performance.
612#
613# Supported values:
614# - True/False
615
616# d3d9.cachedDynamicBuffers = False
617
618# Seamless Cubes
619#
620# Don't use non seamless cube maps even if they are supported.
621# Non seamless cubes are correct d3d9 behavior, but can produce worse looking edges.
622#
623# Supported values:
624# - True/False
625
626# d3d9.seamlessCubes = False
627
628# Debug Utils
629#
630# Enables debug utils as this is off by default, this enables user annotations like BeginEvent()/EndEvent().
631# Alternatively could be enabled with DXVK_DEBUG=markers environment variable.
632#
633# Supported values:
634# - True/False
635
636# dxvk.enableDebugUtils = False
637
638# Memory limit for locked D3D9 textures
639#
640# How much virtual memory will be used for textures (in MB).
641# 0 to disable the limit.
642# THIS DOES NOT IMPACT ACTUAL MEMORY CONSUMPTION OR TEXTURE QUALITY.
643# DO NOT CHANGE THIS UNLESS YOU HAVE A VERY GOOD REASON.
644
645# d3d9.textureMemory = 100
646
647# Always enumerate all monitors on each dxgi output
648#
649# Used to avoid performance degradation in some games
650# (will be deprecated once QueryDisplayConfig optimization
651# is in Proton Wine).
652#
653# Supported values:
654# - True/False
655
656# dxgi.useMonitorFallback = False
657
658
659# Hide integrated graphics from applications
660#
661# Only has an effect when dedicated GPUs are present on the system. It is
662# not recommended to use this option at all unless absolutely necessary for
663# a game to work; prefer using DXVK_FILTER_DEVICE_NAME whenever possible.
664#
665# Supported values:
666# - True/False
667
668# dxvk.hideIntegratedGraphics = False
669
670# Trigger DEVICELOST when losing focus
671#
672# D3D9 requires the application to call Device::Reset after
673# it loses focus in fullscreen.
674# Some games rely on observing a D3DERR_DEVICELOST or D3DERR_NOTRESET.
675# Others don't handle it correctly.
676#
677# Supported values:
678# - True/False
679
680# d3d9.deviceLossOnFocusLoss = False
681
682# Reject Device::Reset if any losable resource is still alive
683#
684# D3D9 rejects Device::Reset if there's still any alive resources of specific types.
685# (State blocks, additional swapchains, D3DPOOL_DEFAULT resources)
686# Some games leak resources leading to a hang.
687#
688# Supported values:
689# - True/False
690
691# d3d9.countLosableResources = True
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