1 | # Create the VkSurface on the first call to IDXGISwapChain::Present,
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2 | # rather than when creating the swap chain. Some games that start
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3 | # rendering with a different graphics API may require this option,
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4 | # or otherwise the window may stay black.
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5 | #
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6 | # Supported values: True, False
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7 |
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8 | # dxgi.deferSurfaceCreation = False
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9 | # d3d9.deferSurfaceCreation = False
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10 |
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11 |
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12 | # Enforce a stricter maximum frame latency. Overrides the application
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13 | # setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
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14 | # Setting this to 0 will have no effect.
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15 | #
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16 | # Supported values : 0 - 16
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17 |
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18 | # dxgi.maxFrameLatency = 0
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19 | # d3d9.maxFrameLatency = 0
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20 |
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21 |
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22 | # Enables a frame rate limiter, unless the game is already
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23 | # limited to the same refresh rate by vertical synchronization.
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24 | #
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25 | # Supported values : Any non-negative integer
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26 |
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27 | # dxgi.maxFrameRate = 0
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28 | # d3d9.maxFrameRate = 0
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29 |
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30 |
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31 | # Override PCI vendor and device IDs reported to the application. Can
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32 | # cause the app to adjust behaviour depending on the selected values.
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33 | #
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34 | # Supported values: Any four-digit hex number.
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35 |
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36 | # dxgi.customDeviceId = 0000
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37 | # dxgi.customVendorId = 0000
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38 |
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39 | # d3d9.customDeviceId = 0000
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40 | # d3d9.customVendorId = 0000
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41 |
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42 |
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43 | # Override the reported device description
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44 | #
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45 | # Supported values: Any string.
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46 |
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47 | # dxgi.customDeviceDesc = ""
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48 | # d3d9.customDeviceDesc = ""
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49 |
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50 |
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51 | # Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
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52 | # to work around issues with NVAPI, but may cause issues in some games.
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53 | #
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54 | # Supported values: True, False
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55 |
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56 | # dxgi.nvapiHack = True
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57 |
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58 |
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59 |
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60 | # Override maximum amount of device memory and shared system memory
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61 | # reported to the application. This may fix texture streaming issues
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62 | # in games that do not support cards with large amounts of VRAM.
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63 | #
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64 | # Supported values: Any number in Megabytes.
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65 |
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66 | # dxgi.maxDeviceMemory = 0
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67 | # dxgi.maxSharedMemory = 0
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68 |
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69 |
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70 | # Some games think we are on Intel given a lack of NVAPI or
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71 | # AGS/atiadlxx support. Report our device memory as shared memory,
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72 | # and some small amount for a "carveout".
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73 |
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74 | # Supported values: True, False
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75 |
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76 | # dxgi.emulateUMA = False
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77 |
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78 |
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79 | # Override back buffer count for the Vulkan swap chain.
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80 | # Setting this to 0 or less will have no effect.
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81 | #
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82 | # Supported values: Any number greater than or equal to 2.
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83 |
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84 | # dxgi.numBackBuffers = 0
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85 | # d3d9.numBackBuffers = 0
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86 |
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87 |
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88 | # Overrides synchronization interval (Vsync) for presentation.
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89 | # Setting this to 0 disables vertical synchronization entirely.
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90 | # A positive value 'n' will enable Vsync and repeat the same
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91 | # image n times, and a negative value will have no effect.
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92 | #
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93 | # Supported values: Any non-negative number
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94 |
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95 | # dxgi.syncInterval = -1
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96 | # d3d9.presentInterval = -1
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97 |
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98 |
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99 | # True enables the mailbox present mode in case regular Vsync is disabled.
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100 | # This should avoid tearing, but may be unsupported on some systems
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101 | # or require setting dxgi.numBackBuffers to a higher value in order
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102 | # to work properly.
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103 | #
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104 | # False enables the relaxed fifo present mode in case regular Vsync is enabled.
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105 | # This should result in tearing but reduce stutter if FPS are too low,
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106 | # but may be unsupported on some systems.
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107 | #
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108 | # Please do not report issues with this option.
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109 | #
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110 | # Supported values: Auto, True, False
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111 |
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112 | # dxgi.tearFree = Auto
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113 | # d3d9.tearFree = Auto
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114 |
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115 |
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116 | # Performs range check on dynamically indexed constant buffers in shaders.
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117 | # This may be needed to work around a certain type of game bug, but may
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118 | # also introduce incorrect behaviour.
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119 | #
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120 | # Supported values: True, False
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121 |
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122 | # d3d11.constantBufferRangeCheck = False
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123 |
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124 |
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125 | # Assume single-use mode for command lists created on deferred contexts.
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126 | # This may need to be disabled for some applications to avoid rendering
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127 | # issues, which may come at a significant performance cost.
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128 | #
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129 | # Supported values: True, False
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130 |
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131 | # d3d11.dcSingleUseMode = True
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132 |
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133 |
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134 | # Override the maximum feature level that a D3D11 device can be created
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135 | # with. Setting this to a higher value may allow some applications to run
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136 | # that would otherwise fail to create a D3D11 device.
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137 | #
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138 | # Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
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139 |
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140 | # d3d11.maxFeatureLevel = 11_1
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141 |
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142 |
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143 | # Overrides the maximum allowed tessellation factor. This can be used to
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144 | # improve performance in titles which overuse tessellation.
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145 | #
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146 | # Supported values: Any number between 8 and 64
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147 |
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148 | # d3d11.maxTessFactor = 0
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149 |
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150 |
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151 | # Enables relaxed pipeline barriers around UAV writes.
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152 | #
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153 | # This may improve performance in some games, but may also introduce
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154 | # rendering issues. Please don't report bugs with the option enabled.
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155 | #
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156 | # Supported values: True, False
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157 |
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158 | # d3d11.relaxedBarriers = False
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159 |
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160 |
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161 | # Ignores barriers around UAV writes from fragment shaders.
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162 | #
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163 | # This may improve performance in some games, but may also introduce
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164 | # rendering issues. Please don't report bugs with the option enabled.
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165 | #
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166 | # Supported values: True, False
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167 |
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168 | # d3d11.ignoreGraphicsBarriers = False
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169 |
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170 |
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171 | # Overrides anisotropic filtering for all samplers. Set this to a positive
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172 | # value to enable AF for all samplers in the game, or to 0 in order to
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173 | # disable AF entirely. Negative values will have no effect.
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174 | #
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175 | # Supported values: Any number between 0 and 16
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176 |
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177 | # d3d11.samplerAnisotropy = -1
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178 | # d3d9.samplerAnisotropy = -1
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179 |
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180 |
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181 | # Declares vertex positions as invariant in order to solve
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182 | # potential Z-fighting issues at a small performance cost.
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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.invariantPosition = True
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187 | # d3d9.invariantPosition = False
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---|
188 |
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189 |
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190 | # Forces the sample count of all textures to 1, and performs
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191 | # the needed fixups in resolve operations and shaders.
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---|
192 | #
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---|
193 | # Supported values: True, False
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---|
194 |
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195 | # d3d11.disableMsaa = False
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---|
196 |
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197 |
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198 | # Clears workgroup memory in compute shaders to zero. Some games don't do
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199 | # this and rely on undefined behaviour. Enabling may reduce performance.
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---|
200 | #
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---|
201 | # Supported values: True, False
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---|
202 |
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203 | # d3d11.zeroWorkgroupMemory = False
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---|
204 |
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205 |
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206 | # Sets number of pipeline compiler threads.
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---|
207 | #
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---|
208 | # Supported values:
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---|
209 | # - 0 to automatically determine the number of threads to use
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---|
210 | # - any positive number to enforce the thread count
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---|
211 |
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212 | # dxvk.numCompilerThreads = 0
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---|
213 |
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214 |
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215 | # Toggles raw SSBO usage.
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---|
216 | #
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---|
217 | # Uses storage buffers to implement raw and structured buffer
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---|
218 | # views. Enabled by default on hardware which has a storage
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219 | # buffer offset alignment requirement of 4 Bytes (e.g. AMD).
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220 | # Enabling this may improve performance, but is not safe on
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---|
221 | # hardware with higher alignment requirements.
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---|
222 | #
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---|
223 | # Supported values:
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---|
224 | # - Auto: Don't change the default
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225 | # - True, False: Always enable / disable
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---|
226 |
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227 | # dxvk.useRawSsbo = Auto
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---|
228 |
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229 |
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230 | # Controls workaround for NVIDIA HVV Heap bug.
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---|
231 | #
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---|
232 | # Limits the budget of NVIDIA's HVV (host-visible,
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---|
233 | # device-local) heap to be half of the reported size. This is
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234 | # needed to avoid NVIDIA driver bug 3114283, and defaults to
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235 | # being enabled on all affected drivers.
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---|
236 | #
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---|
237 | # Supported values:
|
---|
238 | # - Auto: Don't change the default
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---|
239 | # - True, False: Always enable / disable
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---|
240 |
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241 | # dxvk.halveNvidiaHVVHeap = Auto
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---|
242 |
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243 |
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244 | # Sets enabled HUD elements
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245 | #
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---|
246 | # Behaves like the DXVK_HUD environment variable if the
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247 | # environment variable is not set, otherwise it will be
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248 | # ignored. The syntax is identical.
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249 |
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250 | # dxvk.hud =
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251 |
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252 |
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253 | # Reported shader model
|
---|
254 | #
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---|
255 | # The shader model to state that we support in the device
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---|
256 | # capabilities that the applicatation queries.
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---|
257 | #
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---|
258 | # Supported values:
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---|
259 | # - 1: Shader Model 1
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---|
260 | # - 2: Shader Model 2
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---|
261 | # - 3: Shader Model 3
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---|
262 |
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263 | # d3d9.shaderModel = 3
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---|
264 |
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265 |
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---|
266 | # Evict Managed on Unlock
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---|
267 | #
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---|
268 | # Decides whether we should evict managed resources from
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---|
269 | # system memory when they are unlocked entirely.
|
---|
270 | #
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---|
271 | # Supported values:
|
---|
272 | # - True, False: Always enable / disable
|
---|
273 |
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274 | # d3d9.evictManagedOnUnlock = False
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---|
275 |
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276 |
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277 | # DPI Awareness
|
---|
278 | #
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---|
279 | # Decides whether we should call SetProcessDPIAware on device
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---|
280 | # creation. Helps avoid upscaling blur in modern Windows on
|
---|
281 | # Hi-DPI screens/devices.
|
---|
282 | #
|
---|
283 | # Supported values:
|
---|
284 | # - True, False: Always enable / disable
|
---|
285 |
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---|
286 | # d3d9.dpiAware = True
|
---|
287 |
|
---|
288 |
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---|
289 | # Strict Constant Copies
|
---|
290 | #
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---|
291 | # Decides whether we should always copy defined constants to
|
---|
292 | # the UBO when relative addressing is used, or only when the
|
---|
293 | # relative addressing starts a defined constant.
|
---|
294 | #
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---|
295 | # Supported values:
|
---|
296 | # - True, False: Always enable / disable
|
---|
297 |
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---|
298 | # d3d9.strictConstantCopies = False
|
---|
299 |
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300 |
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---|
301 | # Strict Pow
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---|
302 | #
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---|
303 | # Decides whether we have an opSelect for handling pow(0,0) = 0
|
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304 | # otherwise it becomes undefined.
|
---|
305 | #
|
---|
306 | # Supported values:
|
---|
307 | # - True, False: Always enable / disable
|
---|
308 |
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---|
309 | # d3d9.strictPow = True
|
---|
310 |
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---|
311 |
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---|
312 | # Lenient Clear
|
---|
313 | #
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---|
314 | # Decides whether or not we fastpath clear anyway if we are close enough to
|
---|
315 | # clearing a full render target.
|
---|
316 | #
|
---|
317 | # Supported values:
|
---|
318 | # - True, False: Always enable / disable
|
---|
319 |
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---|
320 | # d3d9.lenientClear = False
|
---|
321 |
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---|
322 |
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---|
323 | # Max available memory
|
---|
324 | #
|
---|
325 | # Changes the max initial value used in tracking and GetAvailableTextureMem
|
---|
326 | # Value in Megabytes
|
---|
327 | #
|
---|
328 | # Supported values:
|
---|
329 | # - Max Available Memory: Any int32_t
|
---|
330 | # - Memory Tracking Testing: True, False
|
---|
331 |
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---|
332 | # d3d9.maxAvailableMemory = 4096
|
---|
333 | # d3d9.memoryTrackTest = False
|
---|
334 |
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---|
335 |
|
---|
336 | # Force enable/disable floating point quirk emulation
|
---|
337 | #
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---|
338 | # Force toggle anything * 0 emulation
|
---|
339 | # Tristate
|
---|
340 | # Supported values:
|
---|
341 | # - True/False
|
---|
342 |
|
---|
343 | # d3d9.floatEmulation =
|
---|
344 |
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---|
345 |
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---|
346 | # Enable dialog box mode
|
---|
347 | #
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---|
348 | # Changes the default state of dialog box mode.
|
---|
349 | # *Disables* exclusive fullscreen when enabled.
|
---|
350 | #
|
---|
351 | # Supported values:
|
---|
352 | # - True, False: Always enable / disable
|
---|
353 |
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354 | # d3d9.enableDialogMode = False
|
---|
355 |
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---|
356 | # Overrides the application's MSAA level on the swapchain
|
---|
357 | #
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---|
358 | # Supported values: -1 (application) and 0 to 16 (user override)
|
---|
359 |
|
---|
360 | # d3d9.forceSwapchainMSAA = -1
|
---|
361 |
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---|
362 |
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---|
363 | # Long Mad
|
---|
364 | #
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---|
365 | # Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
|
---|
366 | # This solves some rendering bugs in games that have z-pass shaders which
|
---|
367 | # don't match entirely to the regular vertex shader in this way.
|
---|
368 | #
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---|
369 | # Supported values:
|
---|
370 | # - True/False
|
---|
371 |
|
---|
372 | # d3d9.longMad = False
|
---|
373 |
|
---|
374 | # Alpha Test Wiggle Room
|
---|
375 | #
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---|
376 | # Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
|
---|
377 | # misc. imprecision on some vendors
|
---|
378 | #
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---|
379 | # Supported values:
|
---|
380 | # - True/False
|
---|
381 |
|
---|
382 | # d3d9.alphaTestWiggleRoom = False
|
---|
383 |
|
---|
384 | # Device Local Constant Buffers
|
---|
385 | #
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---|
386 | # Enables using device local, host accessible memory for constant buffers in D3D9.
|
---|
387 | # This tends to actually be slower for some reason on AMD,
|
---|
388 | # and the exact same performance on NVIDIA.
|
---|
389 | #
|
---|
390 | # Supported values:
|
---|
391 | # - True/False
|
---|
392 |
|
---|
393 | # d3d9.deviceLocalConstantBuffers = False
|
---|
394 |
|
---|
395 | # Allow Read Only
|
---|
396 | #
|
---|
397 | # Enables using the D3DLOCK_READONLY flag. Some apps use this
|
---|
398 | # incorrectly, and write when they should be reading.
|
---|
399 | #
|
---|
400 | # Supported values:
|
---|
401 | # - True/False
|
---|
402 |
|
---|
403 | # d3d9.allowLockFlagReadonly = True
|
---|
404 |
|
---|
405 | # No Explicit Front Buffer
|
---|
406 | #
|
---|
407 | # Disables the front buffer
|
---|
408 | #
|
---|
409 | # Supported values:
|
---|
410 | # - True/False
|
---|
411 |
|
---|
412 | # d3d9.noExplicitFrontBuffer = False
|
---|
413 |
|
---|
414 | # Support DF formats
|
---|
415 | #
|
---|
416 | # Support the vendor extension DF floating point depth formats
|
---|
417 | #
|
---|
418 | # Supported values:
|
---|
419 | # - True/False
|
---|
420 |
|
---|
421 | # d3d9.supportDFFormats = True
|
---|
422 |
|
---|
423 | # Support X4R4G4B4
|
---|
424 | #
|
---|
425 | # Support the X4R4G4B4 format.
|
---|
426 | # The Sims 2 is a horrible game made by complete morons.
|
---|
427 | #
|
---|
428 | # Supported values:
|
---|
429 | # - True/False
|
---|
430 |
|
---|
431 | # d3d9.supportX4R4G4B4 = True
|
---|
432 |
|
---|
433 | # Support D32
|
---|
434 | #
|
---|
435 | # Support the D32 format.
|
---|
436 | #
|
---|
437 | # Supported values:
|
---|
438 | # - True/False
|
---|
439 |
|
---|
440 | # d3d9.supportD32 = True
|
---|
441 |
|
---|
442 | # SWVP Constant Counts
|
---|
443 | #
|
---|
444 | # The number of constants available when using Software Vertex Processing.
|
---|
445 | #
|
---|
446 | # Supported values:
|
---|
447 | # - Integers
|
---|
448 |
|
---|
449 | # d3d9.swvpFloatCount = 8192
|
---|
450 | # d3d9.swvpIntCount = 2048
|
---|
451 | # d3d9.swvpBoolCount = 2048
|
---|
452 |
|
---|
453 | # Disable A8 as a Render Target
|
---|
454 | #
|
---|
455 | # Disable support for A8 format render targets
|
---|
456 | # Once again, The Sims 2 is a horrible game made by complete morons.
|
---|
457 | #
|
---|
458 | # Supported values:
|
---|
459 | # - True/False
|
---|
460 |
|
---|
461 | # d3d9.disableA8RT = False
|
---|
462 |
|
---|
463 | # Support for VCache Query
|
---|
464 | #
|
---|
465 | # Support for the vcache query
|
---|
466 | # Not very important as a user config.
|
---|
467 | # Used internally.
|
---|
468 | #
|
---|
469 | # Supported values:
|
---|
470 | # - True/False
|
---|
471 |
|
---|
472 | # Defaults to True if vendorId == 0x10de
|
---|
473 | # d3d9.supportVCache = True
|
---|
474 |
|
---|
475 | # Force Sampler Type Spec Constants
|
---|
476 | #
|
---|
477 | # Useful if games use the wrong image and sampler
|
---|
478 | # type combo like Halo: CE or Spellforce.
|
---|
479 | # Can fix rendering in older, broken games in some instances.
|
---|
480 | #
|
---|
481 | # Supported values:
|
---|
482 | # - True/False
|
---|
483 |
|
---|
484 | # d3d9.forceSamplerTypeSpecConstants = False
|
---|
485 |
|
---|
486 | # Force Aspect Ratio
|
---|
487 | #
|
---|
488 | # Only exposes modes with a given aspect ratio.
|
---|
489 | # Useful for titles that break if they see ultra-wide.
|
---|
490 | #
|
---|
491 | # Supported values:
|
---|
492 | # - Any ratio, ie. "16:9", "4:3"
|
---|
493 |
|
---|
494 | # d3d9.forceAspectRatio = ""
|
---|
495 |
|
---|
496 | # Allow Do Not Wait
|
---|
497 | #
|
---|
498 | # Allow the do not wait lock flag to be used
|
---|
499 | # Useful if some apps use this incorrectly.
|
---|
500 | #
|
---|
501 | # Supported values:
|
---|
502 | # - True/False
|
---|
503 |
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504 | # d3d9.allowDoNotWait = True
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505 |
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506 | # Allow Discard
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507 | #
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508 | # Allow the discard lock flag to be used
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509 | # Useful if some apps use this incorrectly.
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510 | #
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511 | # Supported values:
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512 | # - True/False
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513 |
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514 | # d3d9.allowDiscard = True
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515 |
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516 | # Enumerate by Displays
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517 | #
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518 | # Whether we should enumerate D3D9 adapters by display (windows behaviour)
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519 | # or by physical adapter.
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520 | # May be useful in PRIME setups.
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521 | #
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522 | # Supported values:
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523 | # - True/False
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524 |
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525 | # d3d9.enumerateByDisplays = True
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526 |
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527 | # APITrace Mode
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528 | #
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529 | # Makes all host visible buffers cached and coherent
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530 | # Improves performance when apitracing, but also can impact
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531 | # some dumb games.
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532 | #
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533 | # Supported values:
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534 | # - True/False
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535 |
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536 | # d3d9.apitraceMode = False
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537 | # d3d11.apitraceMode = False
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