1 | # Expose the HDR10 ColorSpace (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
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2 | # to the application by default.
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3 | # This shows to the game that the global Windows 'HDR Mode' is enabled.
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4 | # Many (broken) games will need this to be set to consider exposing HDR output
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5 | # as determine it based on the DXGIOutput's current ColorSpace instead of
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6 | # using CheckColorSpaceSupport.
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7 | # This defaults to the value of the DXVK_HDR environment variable.
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8 | #
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9 | # Supported values: True, False
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10 |
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11 | # dxgi.enableHDR = True
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12 |
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13 | # Create the VkSurface on the first call to IDXGISwapChain::Present,
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14 | # rather than when creating the swap chain. Some games that start
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15 | # rendering with a different graphics API may require this option,
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16 | # or otherwise the window may stay black.
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17 | #
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18 | # Supported values: True, False
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19 |
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20 | # dxgi.deferSurfaceCreation = False
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21 | # d3d9.deferSurfaceCreation = False
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22 |
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23 |
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24 | # Enforce a stricter maximum frame latency. Overrides the application
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25 | # setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
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26 | # Setting this to 0 will have no effect.
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27 | #
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28 | # Supported values : 0 - 16
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29 |
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30 | # dxgi.maxFrameLatency = 0
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31 | # d3d9.maxFrameLatency = 0
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32 |
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33 |
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34 | # Enables frame rate limiter. The main purpose of this is to work around
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35 | # bugs in games that have physics or other simulation tied to their frame
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36 | # rate, but do not provide their own limiter.
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37 | #
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38 | # Supported values : Any non-negative integer
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39 |
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40 | # dxgi.maxFrameRate = 0
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41 | # d3d9.maxFrameRate = 0
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42 |
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43 |
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44 | # Override PCI vendor and device IDs reported to the application. Can
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45 | # cause the app to adjust behaviour depending on the selected values.
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46 | #
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47 | # Supported values: Any four-digit hex number.
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48 |
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49 | # dxgi.customDeviceId = 0000
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50 | # dxgi.customVendorId = 0000
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51 |
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52 | # d3d9.customDeviceId = 0000
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53 | # d3d9.customVendorId = 0000
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54 |
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55 |
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56 | # Override the reported device description
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57 | #
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58 | # Supported values: Any string.
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59 |
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60 | # dxgi.customDeviceDesc = ""
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61 | # d3d9.customDeviceDesc = ""
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62 |
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63 |
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64 | # Report Nvidia GPUs as AMD GPUs. Unless NVAPI support is explicitly
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65 | # enabled through Proton, this is done by default in order to work
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66 | # around crashes or low performance with Nvidia-speciic code paths
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67 | # in games, especially Unreal Engine.
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68 | #
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69 | # Supported values: Auto, True, False
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70 |
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71 | # dxgi.hideNvidiaGpu = Auto
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72 |
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73 |
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74 | # Report Nvidia GPUs running on NVK as AMD GPUs.
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75 | #
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76 | # Supported values: Auto, True, False
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77 |
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78 | # dxgi.hideNvkGpu = Auto
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79 |
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80 |
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81 | # Report AMD GPUs as Nvidia GPUs. This is only done for games that are
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82 | # known to have issues with AMDAGS or other AMD-specific code paths.
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83 | #
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84 | # Supported values: Auto, True, False
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85 |
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86 | # dxgi.hideAmdGpu = Auto
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87 |
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88 |
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89 | # Report Intel GPUs as AMD GPUs. This is only done for games that are
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90 | # known to have issues with Intel-specific libraries such as XESS.
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91 | #
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92 | # Supported values: Auto, True, False
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93 |
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94 | # dxgi.hideIntelGpu = Auto
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95 |
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96 |
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97 | # Override maximum amount of device memory and shared system memory
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98 | # reported to the application. This may fix texture streaming issues
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99 | # in games that do not support cards with large amounts of VRAM.
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100 | # This is not a hard cap and applications can choose to ignore it.
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101 | #
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102 | # Supported values: Any number in Megabytes.
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103 |
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104 | # dxgi.maxDeviceMemory = 0
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105 | # dxgi.maxSharedMemory = 0
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106 |
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107 |
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108 | # Some games think we are on Intel given a lack of NVAPI or
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109 | # AGS/atiadlxx support. Report our device memory as shared memory,
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110 | # and some small amount for a "carveout".
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111 |
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112 | # Supported values: True, False
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113 |
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114 | # dxgi.emulateUMA = False
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115 |
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116 |
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117 | # Override back buffer count for the Vulkan swap chain.
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118 | # Setting this to 0 or less will have no effect.
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119 | #
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120 | # Supported values: Any number greater than or equal to 2.
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121 |
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122 | # dxgi.numBackBuffers = 0
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123 | # d3d9.numBackBuffers = 0
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124 |
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125 |
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126 | # Overrides synchronization interval (Vsync) for presentation.
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127 | # Setting this to 0 disables vertical synchronization entirely.
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128 | # A positive value 'n' will enable Vsync and repeat the same
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129 | # image n times, and a negative value will have no effect.
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130 | #
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131 | # Supported values: Any non-negative number
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132 |
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133 | # dxgi.syncInterval = -1
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134 | # d3d9.presentInterval = -1
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135 |
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136 |
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137 | # True enables the mailbox present mode in case regular Vsync is disabled.
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138 | # This should avoid tearing, but may be unsupported on some systems
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139 | # or require setting dxgi.numBackBuffers to a higher value in order
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140 | # to work properly.
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141 | #
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142 | # False enables the relaxed fifo present mode in case regular Vsync is enabled.
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143 | # This should result in tearing but reduce stutter if FPS are too low,
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144 | # but may be unsupported on some systems.
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145 | #
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146 | # Please do not report issues with this option.
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147 | #
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148 | # Supported values: Auto, True, False
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149 |
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150 | # dxvk.tearFree = Auto
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151 |
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152 |
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153 | # Assume single-use mode for command lists created on deferred contexts.
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154 | # This may need to be disabled for some applications to avoid rendering
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155 | # issues, which may come at a significant performance cost.
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156 | #
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157 | # Supported values: True, False
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158 |
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159 | # d3d11.dcSingleUseMode = True
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160 |
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161 |
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162 | # Override the maximum feature level that a D3D11 device can be created
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163 | # with. Setting this to a higher value may allow some applications to run
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164 | # that would otherwise fail to create a D3D11 device.
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165 | #
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166 | # Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1, 12_0, 12_1
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167 |
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168 | # d3d11.maxFeatureLevel = 12_1
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169 |
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170 |
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171 | # Overrides the maximum allowed tessellation factor. This can be used to
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172 | # improve performance in titles which overuse tessellation.
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173 | #
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174 | # Supported values: Any number between 8 and 64
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175 |
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176 | # d3d11.maxTessFactor = 0
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177 |
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178 |
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179 | # Enables relaxed pipeline barriers around UAV writes.
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180 | #
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181 | # This may improve performance in some games, but may also introduce
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182 | # rendering issues. Please don't report bugs with the option enabled.
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183 | #
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184 | # Supported values: True, False
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185 |
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186 | # d3d11.relaxedBarriers = False
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187 |
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188 |
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189 | # Ignores barriers around UAV writes from fragment shaders.
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190 | #
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191 | # This may improve performance in some games, but may also introduce
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192 | # rendering issues. Please don't report bugs with the option enabled.
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193 | #
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194 | # Supported values: True, False
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195 |
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196 | # d3d11.ignoreGraphicsBarriers = False
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197 |
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198 |
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199 | # Overrides anisotropic filtering for all samplers. Set this to a positive
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200 | # value to enable AF for all samplers in the game, or to 0 in order to
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201 | # disable AF entirely. Negative values will have no effect.
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202 | #
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203 | # Supported values: Any number between 0 and 16
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204 |
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205 | # d3d11.samplerAnisotropy = -1
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206 | # d3d9.samplerAnisotropy = -1
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207 |
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208 |
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209 | # Changes the mipmap LOD bias for all samplers. The given number will be
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210 | # added to the LOD bias provided by the application, rather than replacing
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211 | # it entirely. Positive values will reduce texture detail, while negative
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212 | # values may increase sharpness at the cost of shimmer.
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213 | #
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214 | # Supported values: Any number between -2.0 and 1.0
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215 |
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216 | # d3d11.samplerLodBias = 0.0
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217 | # d3d9.samplerLodBias = 0.0
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218 |
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219 |
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220 | # Clamps any negative LOD bias to 0. Applies after samplerLodBias has been
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221 | # applied. May help with games that use a high negative LOD bias by default.
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222 | #
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223 | # Supported values: True, False
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224 |
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225 | # d3d11.clampNegativeLodBias = False
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226 | # d3d9.clampNegativeLodBias = False
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227 |
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228 |
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229 | # Declares vertex positions as invariant in order to solve
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230 | # potential Z-fighting issues at a small performance cost.
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231 | #
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232 | # Supported values: True, False
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233 |
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234 | # d3d11.invariantPosition = True
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235 | # d3d9.invariantPosition = True
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236 |
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237 |
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238 | # Forces per-sample rate shading when MSAA is enabled, rather than per-pixel
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239 | # shading. May improve visual clarity at a significant performance cost, but
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240 | # may also introduce visual issues in some games.
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241 | #
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242 | # Supported values: True, False
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243 |
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244 | # d3d11.forceSampleRateShading = False
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245 | # d3d9.forceSampleRateShading = False
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246 |
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247 |
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248 | # Forces the sample count of all textures to 1, and performs
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249 | # the needed fixups in resolve operations and shaders.
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250 | #
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251 | # Supported values: True, False
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252 |
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253 | # d3d11.disableMsaa = False
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254 |
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255 |
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256 | # Clears workgroup memory in compute shaders to zero. Some games don't do
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257 | # this and rely on undefined behaviour. Enabling may reduce performance.
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258 | #
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259 | # Supported values: True, False
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260 |
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261 | # d3d11.zeroWorkgroupMemory = False
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262 |
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263 |
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264 | # Resource size limit for implicit discards, in kilobytes. For small staging
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265 | # resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
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266 | # storage in order to avoid GPU synchronization, so setting this too high
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267 | # may cause memory issues, setting it to -1 disables the feature.
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268 |
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269 | # d3d11.maxImplicitDiscardSize = 256
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270 |
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271 |
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272 | # Resource size limit for buffer-mapped dynamic images, in kilobytes.
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273 | # A higher threshold may reduce memory usage and PCI-E bandwidth in
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274 | # some games, but may also increase GPU synchronizations. Setting it
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275 | # to -1 disables the feature.
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276 |
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277 | # d3d11.maxDynamicImageBufferSize = -1
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278 |
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279 |
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280 | # Allocates dynamic resources with the given set of bind flags in
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281 | # cached system memory rather than uncached memory or host-visible
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282 | # VRAM, in order to allow fast readback from the CPU. This is only
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283 | # useful for buggy applications, and may reduce GPU-bound performance.
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284 | #
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285 | # Supported values: Any combination of the following:
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286 | # - v: Vertex buffers
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287 | # - i: Index buffers
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288 | # - c: Constant buffers
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289 | # - r: Shader resources
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290 | # - a: All dynamic resources
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291 |
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292 | # d3d11.cachedDynamicResources = ""
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293 |
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294 |
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295 | # Force-enables the D3D11 context lock via the ID3D10Multithread
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296 | # interface. This may be useful to debug race conditions.
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297 | #
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298 | # Supported values: True, False
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299 |
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300 | # d3d11.enableContextLock = False
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301 |
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302 |
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303 | # Exposes or hides support for driver command lists
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304 | #
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305 | # Some games use the feature flag to decide whether to use deferred
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306 | # contexts or not. We enable this by default, but in some situations
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307 | # this can lead to issues if games detect an AMD GPU where command
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308 | # lists are not natively supported on Windows.
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309 | #
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310 | # Supported values: True, False
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311 |
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312 | # d3d11.exposeDriverCommandLists = True
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313 |
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314 |
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315 | # Sets number of pipeline compiler threads.
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316 | #
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317 | # If the graphics pipeline library feature is enabled, the given
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318 | # number of threads will be used for shader compilation. Some of
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319 | # these threads will be reserved for high-priority work.
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320 | #
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321 | # Supported values:
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322 | # - 0 to use all available CPU cores
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323 | # - any positive number to enforce the thread count
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324 |
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325 | # dxvk.numCompilerThreads = 0
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326 |
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327 |
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328 | # Toggles raw SSBO usage.
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329 | #
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330 | # Uses storage buffers to implement raw and structured buffer
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331 | # views. Enabled by default on hardware which has a storage
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332 | # buffer offset alignment requirement of 4 Bytes (e.g. AMD).
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333 | # Enabling this may improve performance, but is not safe on
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334 | # hardware with higher alignment requirements.
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335 | #
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336 | # Supported values:
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337 | # - Auto: Don't change the default
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338 | # - True, False: Always enable / disable
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339 |
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340 | # dxvk.useRawSsbo = Auto
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341 |
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342 |
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343 | # Changes memory chunk size.
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344 | #
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345 | # Can be used to override the maximum memory chunk size.
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346 | #
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347 | # Supported values:
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348 | # - 0 to use the defaults
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349 | # - any positive integer to limit the chunk size, in MiB
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350 |
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351 | # dxvk.maxChunkSize = 0
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352 |
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353 |
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354 | # Controls graphics pipeline library behaviour
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355 | #
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356 | # Can be used to change VK_EXT_graphics_pipeline_library usage for
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357 | # debugging purpose. Doing so will likely result in increased stutter
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358 | # or degraded performance.
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359 | #
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360 | # Supported values:
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361 | # - Auto: Enable if supported, and compile optimized pipelines in the background
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362 | # - True: Enable if supported, but do not compile optimized pipelines
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363 | # - False: Always disable the feature
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364 |
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365 | # dxvk.enableGraphicsPipelineLibrary = Auto
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366 |
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367 |
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368 | # Controls pipeline lifetime tracking
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369 | #
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370 | # If enabled, pipeline libraries will be freed aggressively in order
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371 | # save memory and address space. Has no effect if graphics pipeline
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372 | # libraries are not supported or disabled.
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373 | #
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374 | # Supported values:
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375 | # - Auto: Enable tracking for 32-bit applications only
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376 | # - True: Always enable tracking
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377 | # - False: Always disable tracking
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378 |
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379 | # dxvk.trackPipelineLifetime = Auto
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380 |
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381 |
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382 | # Sets enabled HUD elements
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383 | #
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384 | # Behaves like the DXVK_HUD environment variable if the
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385 | # environment variable is not set, otherwise it will be
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386 | # ignored. The syntax is identical.
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387 |
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388 | # dxvk.hud =
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389 |
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390 |
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391 | # Reported shader model
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392 | #
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393 | # The shader model to state that we support in the device
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394 | # capabilities that the applicatation queries.
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395 | #
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396 | # Supported values:
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397 | # - 1: Shader Model 1
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398 | # - 2: Shader Model 2
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399 | # - 3: Shader Model 3
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400 |
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401 | # d3d9.shaderModel = 3
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402 |
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403 |
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404 | # DPI Awareness
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405 | #
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406 | # Decides whether we should call SetProcessDPIAware on device
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407 | # creation. Helps avoid upscaling blur in modern Windows on
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408 | # Hi-DPI screens/devices.
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409 | #
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410 | # Supported values:
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411 | # - True, False: Always enable / disable
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412 |
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413 | # d3d9.dpiAware = True
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414 |
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415 |
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416 | # Strict Constant Copies
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417 | #
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418 | # Decides whether we should always copy defined constants to
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419 | # the UBO when relative addressing is used, or only when the
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420 | # relative addressing starts a defined constant.
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421 | #
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422 | # Supported values:
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423 | # - True, False: Always enable / disable
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424 |
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425 | # d3d9.strictConstantCopies = False
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426 |
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427 |
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428 | # Strict Pow
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429 | #
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430 | # Decides whether we have an opSelect for handling pow(0,0) = 0
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431 | # otherwise it becomes undefined.
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432 | #
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433 | # Supported values:
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---|
434 | # - True, False: Always enable / disable
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435 |
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436 | # d3d9.strictPow = True
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437 |
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438 |
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439 | # Lenient Clear
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---|
440 | #
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---|
441 | # Decides whether or not we fastpath clear anyway if we are close enough to
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442 | # clearing a full render target.
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---|
443 | #
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444 | # Supported values:
|
---|
445 | # - True, False: Always enable / disable
|
---|
446 |
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447 | # d3d9.lenientClear = False
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448 |
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449 |
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450 | # Max available memory
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---|
451 | #
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452 | # Changes the max initial value used in tracking and GetAvailableTextureMem
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453 | # Value in Megabytes
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---|
454 | #
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---|
455 | # Supported values:
|
---|
456 | # - Max Available Memory: Any int32_t
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---|
457 | # - Memory Tracking Testing: True, False
|
---|
458 |
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459 | # d3d9.maxAvailableMemory = 4096
|
---|
460 | # d3d9.memoryTrackTest = False
|
---|
461 |
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462 |
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463 | # Force enable/disable floating point quirk emulation
|
---|
464 | #
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---|
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 |
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---|
473 | # d3d9.floatEmulation = Auto
|
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474 |
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475 |
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---|
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
|
---|