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  1. # Create the VkSurface on the first call to IDXGISwapChain::Present,
  2. # rather than when creating the swap chain. Some games that start
  3. # rendering with a different graphics API may require this option,
  4. # or otherwise the window may stay black.
  5. #
  6. # Supported values: True, False
  7.  
  8. dxvk.enableAsync = True
  9.  
  10. # dxgi.deferSurfaceCreation = False
  11. # d3d9.deferSurfaceCreation = False
  12.  
  13.  
  14. # Enforce a stricter maximum frame latency. Overrides the application
  15. # setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
  16. # Setting this to 0 will have no effect.
  17. #
  18. # Supported values : 0 - 16
  19.  
  20. # dxgi.maxFrameLatency = 0
  21. d3d9.maxFrameLatency = 1
  22.  
  23.  
  24. # Enables a frame rate limiter, unless the game is already
  25. # limited to the same refresh rate by vertical synchronization.
  26. #
  27. # Supported values : Any non-negative integer
  28.  
  29. # dxgi.maxFrameRate = 0
  30. # d3d9.maxFrameRate = 0
  31.  
  32.  
  33. # Override PCI vendor and device IDs reported to the application. Can
  34. # cause the app to adjust behaviour depending on the selected values.
  35. #
  36. # Supported values: Any four-digit hex number.
  37.  
  38. # dxgi.customDeviceId = 0000
  39. # dxgi.customVendorId = 0000
  40.  
  41. # d3d9.customDeviceId = 0000
  42. # d3d9.customVendorId = 0000
  43.  
  44.  
  45. # Override the reported device description
  46. #
  47. # Supported values: Any string.
  48.  
  49. # dxgi.customDeviceDesc = ""
  50. # d3d9.customDeviceDesc = ""
  51.  
  52.  
  53. # Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
  54. # to work around issues with NVAPI, but may cause issues in some games.
  55. #
  56. # Supported values: True, False
  57.  
  58. # dxgi.nvapiHack = True
  59.  
  60.  
  61.  
  62. # Override maximum amount of device memory and shared system memory
  63. # reported to the application. This may fix texture streaming issues
  64. # in games that do not support cards with large amounts of VRAM.
  65. #
  66. # Supported values: Any number in Megabytes.
  67.  
  68. # dxgi.maxDeviceMemory = 0
  69. # dxgi.maxSharedMemory = 0
  70.  
  71.  
  72. # Some games think we are on Intel given a lack of NVAPI or
  73. # AGS/atiadlxx support. Report our device memory as shared memory,
  74. # and some small amount for a "carveout".
  75.  
  76. # Supported values: True, False
  77.  
  78. # dxgi.emulateUMA = False
  79.  
  80.  
  81. # Override back buffer count for the Vulkan swap chain.
  82. # Setting this to 0 or less will have no effect.
  83. #
  84. # Supported values: Any number greater than or equal to 2.
  85.  
  86. # dxgi.numBackBuffers = 0
  87.  
  88. # d3d9.numBackBuffers = 2
  89.  
  90.  
  91. # Overrides synchronization interval (Vsync) for presentation.
  92. # Setting this to 0 disables vertical synchronization entirely.
  93. # A positive value 'n' will enable Vsync and repeat the same
  94. # image n times, and a negative value will have no effect.
  95. #
  96. # Supported values: Any non-negative number
  97.  
  98. # dxgi.syncInterval = -1
  99. # d3d9.presentInterval = -1
  100.  
  101.  
  102. # True enables the mailbox present mode in case regular Vsync is disabled.
  103. # This should avoid tearing, but may be unsupported on some systems
  104. # or require setting dxgi.numBackBuffers to a higher value in order
  105. # to work properly.
  106. #
  107. # False enables the relaxed fifo present mode in case regular Vsync is enabled.
  108. # This should result in tearing but reduce stutter if FPS are too low,
  109. # but may be unsupported on some systems.
  110. #
  111. # Please do not report issues with this option.
  112. #
  113. # Supported values: Auto, True, False
  114.  
  115. # dxgi.tearFree = Auto
  116. d3d9.tearFree = Auto
  117.  
  118.  
  119. # Performs range check on dynamically indexed constant buffers in shaders.
  120. # This may be needed to work around a certain type of game bug, but may
  121. # also introduce incorrect behaviour.
  122. #
  123. # Supported values: True, False
  124.  
  125. # d3d11.constantBufferRangeCheck = False
  126.  
  127.  
  128. # Assume single-use mode for command lists created on deferred contexts.
  129. # This may need to be disabled for some applications to avoid rendering
  130. # issues, which may come at a significant performance cost.
  131. #
  132. # Supported values: True, False
  133.  
  134. # d3d11.dcSingleUseMode = True
  135.  
  136.  
  137. # Override the maximum feature level that a D3D11 device can be created
  138. # with. Setting this to a higher value may allow some applications to run
  139. # that would otherwise fail to create a D3D11 device.
  140. #
  141. # Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
  142.  
  143. # d3d11.maxFeatureLevel = 11_1
  144.  
  145.  
  146. # Overrides the maximum allowed tessellation factor. This can be used to
  147. # improve performance in titles which overuse tessellation.
  148. #
  149. # Supported values: Any number between 8 and 64
  150.  
  151. # d3d11.maxTessFactor = 0
  152.  
  153.  
  154. # Enables relaxed pipeline barriers around UAV writes.
  155. #
  156. # This may improve performance in some games, but may also introduce
  157. # rendering issues. Please don't report bugs with the option enabled.
  158. #
  159. # Supported values: True, False
  160.  
  161. # d3d11.relaxedBarriers = False
  162.  
  163.  
  164. # Ignores barriers around UAV writes from fragment shaders.
  165. #
  166. # This may improve performance in some games, but may also introduce
  167. # rendering issues. Please don't report bugs with the option enabled.
  168. #
  169. # Supported values: True, False
  170.  
  171. # d3d11.ignoreGraphicsBarriers = False
  172.  
  173.  
  174. # Overrides anisotropic filtering for all samplers. Set this to a positive
  175. # value to enable AF for all samplers in the game, or to 0 in order to
  176. # disable AF entirely. Negative values will have no effect.
  177. #
  178. # Supported values: Any number between 0 and 16
  179.  
  180. # d3d11.samplerAnisotropy = -1
  181. d3d9.samplerAnisotropy = 16
  182.  
  183.  
  184. # Declares vertex positions as invariant in order to solve
  185. # potential Z-fighting issues at a small performance cost.
  186. #
  187. # Supported values: True, False
  188.  
  189. # d3d11.invariantPosition = True
  190. # d3d9.invariantPosition = False
  191.  
  192.  
  193. # Forces the sample count of all textures to 1, and performs
  194. # the needed fixups in resolve operations and shaders.
  195. #
  196. # Supported values: True, False
  197.  
  198. # d3d11.disableMsaa = False
  199.  
  200.  
  201. # Clears workgroup memory in compute shaders to zero. Some games don't do
  202. # this and rely on undefined behaviour. Enabling may reduce performance.
  203. #
  204. # Supported values: True, False
  205.  
  206. # d3d11.zeroWorkgroupMemory = False
  207.  
  208.  
  209. # Resource size limit for implicit discards, in kilobytes. For small staging
  210. # resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
  211. # storage in order to avoid GPU synchronization, so setting this too high
  212. # may cause memory issues, setting it to 0 disables the feature.
  213.  
  214. # d3d11.maxImplicitDiscardSize = 256
  215.  
  216.  
  217. # Sets number of pipeline compiler threads.
  218. #
  219. # Supported values:
  220. # - 0 to automatically determine the number of threads to use
  221. # - any positive number to enforce the thread count
  222.  
  223. # dxvk.numCompilerThreads = 0
  224.  
  225.  
  226. # Toggles raw SSBO usage.
  227. #
  228. # Uses storage buffers to implement raw and structured buffer
  229. # views. Enabled by default on hardware which has a storage
  230. # buffer offset alignment requirement of 4 Bytes (e.g. AMD).
  231. # Enabling this may improve performance, but is not safe on
  232. # hardware with higher alignment requirements.
  233. #
  234. # Supported values:
  235. # - Auto: Don't change the default
  236. # - True, False: Always enable / disable
  237.  
  238. # dxvk.useRawSsbo = Auto
  239.  
  240.  
  241. # Controls Nvidia HVV behaviour.
  242. #
  243. # Disables the host-visible, device-local heap on Nvidia drivers. This
  244. # is used to avoid NVIDIA driver bug 3114283 on affected drivers, as
  245. # well as in specific games on newer drivers.being enabled on all
  246. # affected drivers.
  247. #
  248. # Supported values:
  249. # - Auto: Don't change the default
  250. # - True, False: Always enable / disable
  251.  
  252. # dxvk.shrinkNvidiaHvvHeap = Auto
  253.  
  254.  
  255. # Sets enabled HUD elements
  256. #
  257. # Behaves like the DXVK_HUD environment variable if the
  258. # environment variable is not set, otherwise it will be
  259. # ignored. The syntax is identical.
  260.  
  261. # dxvk.hud =
  262.  
  263.  
  264. # Reported shader model
  265. #
  266. # The shader model to state that we support in the device
  267. # capabilities that the applicatation queries.
  268. #
  269. # Supported values:
  270. # - 1: Shader Model 1
  271. # - 2: Shader Model 2
  272. # - 3: Shader Model 3
  273.  
  274. # d3d9.shaderModel = 3
  275.  
  276.  
  277. # Evict Managed on Unlock
  278. #
  279. # Decides whether we should evict managed resources from
  280. # system memory when they are unlocked entirely.
  281. #
  282. # Supported values:
  283. # - True, False: Always enable / disable
  284.  
  285. d3d9.evictManagedOnUnlock = True
  286.  
  287.  
  288. # DPI Awareness
  289. #
  290. # Decides whether we should call SetProcessDPIAware on device
  291. # creation. Helps avoid upscaling blur in modern Windows on
  292. # Hi-DPI screens/devices.
  293. #
  294. # Supported values:
  295. # - True, False: Always enable / disable
  296.  
  297. # d3d9.dpiAware = True
  298.  
  299.  
  300. # Strict Constant Copies
  301. #
  302. # Decides whether we should always copy defined constants to
  303. # the UBO when relative addressing is used, or only when the
  304. # relative addressing starts a defined constant.
  305. #
  306. # Supported values:
  307. # - True, False: Always enable / disable
  308.  
  309. # d3d9.strictConstantCopies = False
  310.  
  311.  
  312. # Strict Pow
  313. #
  314. # Decides whether we have an opSelect for handling pow(0,0) = 0
  315. # otherwise it becomes undefined.
  316. #
  317. # Supported values:
  318. # - True, False: Always enable / disable
  319.  
  320. # d3d9.strictPow = True
  321.  
  322.  
  323. # Lenient Clear
  324. #
  325. # Decides whether or not we fastpath clear anyway if we are close enough to
  326. # clearing a full render target.
  327. #
  328. # Supported values:
  329. # - True, False: Always enable / disable
  330.  
  331. # d3d9.lenientClear = True
  332.  
  333.  
  334. # Max available memory
  335. #
  336. # Changes the max initial value used in tracking and GetAvailableTextureMem
  337. # Value in Megabytes
  338. #
  339. # Supported values:
  340. # - Max Available Memory: Any int32_t
  341. # - Memory Tracking Testing: True, False
  342.  
  343. # d3d9.maxAvailableMemory = 4096
  344. # d3d9.memoryTrackTest = False
  345.  
  346.  
  347. # Force enable/disable floating point quirk emulation
  348. #
  349. # Force toggle anything * 0 emulation
  350. # Setting it to True will use a faster but less accurate approach that works for most games.
  351. # Supported values:
  352. # - True: Use a faster but less accurate approach. Good enough for most games
  353. # - False: Disable float emulation completely
  354. # - Strict: Use a slower but more correct approach. Necessary for some games
  355. # - Auto: DXVK will pick automatically
  356.  
  357. # d3d9.floatEmulation = Auto
  358.  
  359.  
  360. # Enable dialog box mode
  361. #
  362. # Changes the default state of dialog box mode.
  363. # *Disables* exclusive fullscreen when enabled.
  364. #
  365. # Supported values:
  366. # - True, False: Always enable / disable
  367.  
  368. # d3d9.enableDialogMode = False
  369.  
  370. # Overrides the application's MSAA level on the swapchain
  371. #
  372. # Supported values: -1 (application) and 0 to 16 (user override)
  373.  
  374. # d3d9.forceSwapchainMSAA = -1
  375.  
  376.  
  377. # Long Mad
  378. #
  379. # Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
  380. # This solves some rendering bugs in games that have z-pass shaders which
  381. # don't match entirely to the regular vertex shader in this way.
  382. #
  383. # Supported values:
  384. # - True/False
  385.  
  386. # d3d9.longMad = False
  387.  
  388. # Alpha Test Wiggle Room
  389. #
  390. # Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
  391. # misc. imprecision on some vendors
  392. #
  393. # Supported values:
  394. # - True/False
  395.  
  396. # d3d9.alphaTestWiggleRoom = False
  397.  
  398. # Device Local Constant Buffers
  399. #
  400. # Enables using device local, host accessible memory for constant buffers in D3D9.
  401. # This tends to actually be slower for some reason on AMD,
  402. # and the exact same performance on NVIDIA.
  403. #
  404. # Supported values:
  405. # - True/False
  406.  
  407. # d3d9.deviceLocalConstantBuffers = False
  408.  
  409. # Allow Read Only
  410. #
  411. # Enables using the D3DLOCK_READONLY flag. Some apps use this
  412. # incorrectly, and write when they should be reading.
  413. #
  414. # Supported values:
  415. # - True/False
  416.  
  417. # d3d9.allowLockFlagReadonly = True
  418.  
  419. # No Explicit Front Buffer
  420. #
  421. # Disables the front buffer
  422. #
  423. # Supported values:
  424. # - True/False
  425.  
  426. # d3d9.noExplicitFrontBuffer = False
  427.  
  428. # Support DF formats
  429. #
  430. # Support the vendor extension DF floating point depth formats
  431. #
  432. # Supported values:
  433. # - True/False
  434.  
  435. # d3d9.supportDFFormats = True
  436.  
  437. # Support X4R4G4B4
  438. #
  439. # Support the X4R4G4B4 format.
  440. # The Sims 2 is a horrible game made by complete morons.
  441. #
  442. # Supported values:
  443. # - True/False
  444.  
  445. # d3d9.supportX4R4G4B4 = True
  446.  
  447. # Support D32
  448. #
  449. # Support the D32 format.
  450. #
  451. # Supported values:
  452. # - True/False
  453.  
  454. # d3d9.supportD32 = True
  455.  
  456. # Disable A8 as a Render Target
  457. #
  458. # Disable support for A8 format render targets
  459. # Once again, The Sims 2 is a horrible game made by complete morons.
  460. #
  461. # Supported values:
  462. # - True/False
  463.  
  464. # d3d9.disableA8RT = False
  465.  
  466. # Support for VCache Query
  467. #
  468. # Support for the vcache query
  469. # Not very important as a user config.
  470. # Used internally.
  471. #
  472. # Supported values:
  473. # - True/False
  474.  
  475. # Defaults to True if vendorId == 0x10de
  476. # d3d9.supportVCache = True
  477.  
  478. # Force Sampler Type Spec Constants
  479. #
  480. # Useful if games use the wrong image and sampler
  481. # type combo like Halo: CE or Spellforce.
  482. # Can fix rendering in older, broken games in some instances.
  483. #
  484. # Supported values:
  485. # - True/False
  486.  
  487. # d3d9.forceSamplerTypeSpecConstants = False
  488.  
  489. # Force Aspect Ratio
  490. #
  491. # Only exposes modes with a given aspect ratio.
  492. # Useful for titles that break if they see ultra-wide.
  493. #
  494. # Supported values:
  495. # - Any ratio, ie. "16:9", "4:3"
  496.  
  497. # d3d9.forceAspectRatio = ""
  498.  
  499. # Allow Do Not Wait
  500. #
  501. # Allow the do not wait lock flag to be used
  502. # Useful if some apps use this incorrectly.
  503. #
  504. # Supported values:
  505. # - True/False
  506.  
  507. # d3d9.allowDoNotWait = True
  508.  
  509. # Allow Discard
  510. #
  511. # Allow the discard lock flag to be used
  512. # Useful if some apps use this incorrectly.
  513. #
  514. # Supported values:
  515. # - True/False
  516.  
  517. # d3d9.allowDiscard = True
  518.  
  519. # Enumerate by Displays
  520. #
  521. # Whether we should enumerate D3D9 adapters by display (windows behaviour)
  522. # or by physical adapter.
  523. # May be useful in PRIME setups.
  524. #
  525. # Supported values:
  526. # - True/False
  527.  
  528. # d3d9.enumerateByDisplays = True
  529.  
  530. # APITrace Mode
  531. #
  532. # Makes all host visible buffers cached and coherent
  533. # Improves performance when apitracing, but also can impact
  534. # some dumb games.
  535. #
  536. # Supported values:
  537. # - True/False
  538.  
  539. # d3d9.apitraceMode = True
  540. # d3d11.apitraceMode = False
  541.  
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