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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. dxgi.deferSurfaceCreation = True
  9. d3d9.deferSurfaceCreation = True
  10.  
  11.  
  12. # Enforce a stricter maximum frame latency. Overrides the application
  13. # setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
  14. # Setting this to 0 will have no effect.
  15. #
  16. # Supported values : 0 - 16
  17.  
  18. dxgi.maxFrameLatency = 1
  19. d3d9.maxFrameLatency = 1
  20.  
  21.  
  22. # Enables a frame rate limiter, unless the game is already
  23. # limited to the same refresh rate by vertical synchronization.
  24. #
  25. # Supported values : Any non-negative integer
  26.  
  27. # dxgi.maxFrameRate = 59.997
  28. # d3d9.maxFrameRate = 59.997
  29.  
  30.  
  31. # Override PCI vendor and device IDs reported to the application. Can
  32. # cause the app to adjust behaviour depending on the selected values.
  33. #
  34. # Supported values: Any four-digit hex number.
  35.  
  36. # dxgi.customDeviceId = 0000
  37. # dxgi.customVendorId = 0000
  38.  
  39. # d3d9.customDeviceId = 0000
  40. # d3d9.customVendorId = 0000
  41.  
  42.  
  43. # Override the reported device description
  44. #
  45. # Supported values: Any string.
  46.  
  47. # dxgi.customDeviceDesc = ""
  48. # d3d9.customDeviceDesc = ""
  49.  
  50.  
  51. # Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
  52. # to work around issues with NVAPI, but may cause issues in some games.
  53. #
  54. # Supported values: True, False
  55.  
  56. # dxgi.nvapiHack = True
  57.  
  58.  
  59.  
  60. # Override maximum amount of device memory and shared system memory
  61. # reported to the application. This may fix texture streaming issues
  62. # in games that do not support cards with large amounts of VRAM.
  63. #
  64. # Supported values: Any number in Megabytes.
  65.  
  66. # dxgi.maxDeviceMemory = 0
  67. # dxgi.maxSharedMemory = 0
  68.  
  69.  
  70. # Some games think we are on Intel given a lack of NVAPI or
  71. # AGS/atiadlxx support. Report our device memory as shared memory,
  72. # and some small amount for a "carveout".
  73.  
  74. # Supported values: True, False
  75.  
  76. # dxgi.emulateUMA = False
  77.  
  78.  
  79. # Override back buffer count for the Vulkan swap chain.
  80. # Setting this to 0 or less will have no effect.
  81. #
  82. # Supported values: Any number greater than or equal to 2.
  83.  
  84. # dxgi.numBackBuffers = 2
  85. # d3d9.numBackBuffers = 2
  86.  
  87.  
  88. # Overrides synchronization interval (Vsync) for presentation.
  89. # Setting this to 0 disables vertical synchronization entirely.
  90. # A positive value 'n' will enable Vsync and repeat the same
  91. # image n times, and a negative value will have no effect.
  92. #
  93. # Supported values: Any non-negative number
  94.  
  95. dxgi.syncInterval = -1
  96. d3d9.presentInterval = -1
  97.  
  98.  
  99. # True enables the mailbox present mode in case regular Vsync is disabled.
  100. # This should avoid tearing, but may be unsupported on some systems
  101. # or require setting dxgi.numBackBuffers to a higher value in order
  102. # to work properly.
  103. #
  104. # False enables the relaxed fifo present mode in case regular Vsync is enabled.
  105. # This should result in tearing but reduce stutter if FPS are too low,
  106. # but may be unsupported on some systems.
  107. #
  108. # Please do not report issues with this option.
  109. #
  110. # Supported values: Auto, True, False
  111.  
  112. # dxgi.tearFree = Auto
  113. # d3d9.tearFree = Auto
  114.  
  115.  
  116. # Performs range check on dynamically indexed constant buffers in shaders.
  117. # This may be needed to work around a certain type of game bug, but may
  118. # also introduce incorrect behaviour.
  119. #
  120. # Supported values: True, False
  121.  
  122. # d3d11.constantBufferRangeCheck = False
  123.  
  124.  
  125. # Assume single-use mode for command lists created on deferred contexts.
  126. # This may need to be disabled for some applications to avoid rendering
  127. # issues, which may come at a significant performance cost.
  128. #
  129. # Supported values: True, False
  130.  
  131. # d3d11.dcSingleUseMode = True
  132.  
  133.  
  134. # Override the maximum feature level that a D3D11 device can be created
  135. # with. Setting this to a higher value may allow some applications to run
  136. # that would otherwise fail to create a D3D11 device.
  137. #
  138. # Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
  139.  
  140. # d3d11.maxFeatureLevel = 11_1
  141.  
  142.  
  143. # Overrides the maximum allowed tessellation factor. This can be used to
  144. # improve performance in titles which overuse tessellation.
  145. #
  146. # Supported values: Any number between 8 and 64
  147.  
  148. # d3d11.maxTessFactor = 0
  149.  
  150.  
  151. # Enables relaxed pipeline barriers around UAV writes.
  152. #
  153. # This may improve performance in some games, but may also introduce
  154. # rendering issues. Please don't report bugs with the option enabled.
  155. #
  156. # Supported values: True, False
  157.  
  158. # d3d11.relaxedBarriers = False
  159.  
  160.  
  161. # Overrides anisotropic filtering for all samplers. Set this to a positive
  162. # value to enable AF for all samplers in the game, or to 0 in order to
  163. # disable AF entirely. Negative values will have no effect.
  164. #
  165. # Supported values: Any number between 0 and 16
  166.  
  167. # d3d11.samplerAnisotropy = -1
  168. # d3d9.samplerAnisotropy = -1
  169.  
  170.  
  171. # Declares vertex positions as invariant in order to solve
  172. # potential Z-fighting issues at a small performance cost.
  173. #
  174. # Supported values: True, False
  175.  
  176. # d3d11.invariantPosition = True
  177. # d3d9.invariantPosition = False
  178.  
  179.  
  180. # Replaces NaN outputs from fragment shaders with zeroes for floating
  181. # point render target. Used in some games to prevent artifacting.
  182. #
  183. # Supported values: True, False
  184.  
  185. # d3d11.enableRtOutputNanFixup = False
  186.  
  187.  
  188. # Clears workgroup memory in compute shaders to zero. Some games don't do
  189. # this and rely on undefined behaviour. Enabling may reduce performance.
  190. #
  191. # Supported values: True, False
  192.  
  193. # d3d11.zeroWorkgroupMemory = False
  194.  
  195.  
  196. # Sets number of pipeline compiler threads.
  197. #
  198. # Supported values:
  199. # - 0 to automatically determine the number of threads to use
  200. # - any positive number to enforce the thread count
  201.  
  202. # dxvk.numCompilerThreads = 0
  203.  
  204.  
  205. # Toggles raw SSBO usage.
  206. #
  207. # Uses storage buffers to implement raw and structured buffer
  208. # views. Enabled by default on hardware which has a storage
  209. # buffer offset alignment requirement of 4 Bytes (e.g. AMD).
  210. # Enabling this may improve performance, but is not safe on
  211. # hardware with higher alignment requirements.
  212. #
  213. # Supported values:
  214. # - Auto: Don't change the default
  215. # - True, False: Always enable / disable
  216.  
  217. # dxvk.useRawSsbo = Auto
  218.  
  219.  
  220. # Controls workaround for NVIDIA HVV Heap bug.
  221. #
  222. # Limits the budget of NVIDIA's HVV (host-visible,
  223. # device-local) heap to be half of the reported size. This is
  224. # needed to avoid NVIDIA driver bug 3114283, and defaults to
  225. # being enabled on all affected drivers.
  226. #
  227. # Supported values:
  228. # - Auto: Don't change the default
  229. # - True, False: Always enable / disable
  230.  
  231. # dxvk.halveNvidiaHVVHeap = Auto
  232.  
  233.  
  234. # Sets enabled HUD elements
  235. #
  236. # Behaves like the DXVK_HUD environment variable if the
  237. # environment variable is not set, otherwise it will be
  238. # ignored. The syntax is identical.
  239.  
  240. # dxvk.hud =
  241.  
  242.  
  243. # Reported shader model
  244. #
  245. # The shader model to state that we support in the device
  246. # capabilities that the applicatation queries.
  247. #
  248. # Supported values:
  249. # - 1: Shader Model 1
  250. # - 2: Shader Model 2
  251. # - 3: Shader Model 3
  252.  
  253. # d3d9.shaderModel = 3
  254.  
  255.  
  256. # Evict Managed on Unlock
  257. #
  258. # Decides whether we should evict managed resources from
  259. # system memory when they are unlocked entirely.
  260. #
  261. # Supported values:
  262. # - True, False: Always enable / disable
  263.  
  264. # d3d9.evictManagedOnUnlock = False
  265.  
  266.  
  267. # DPI Awareness
  268. #
  269. # Decides whether we should call SetProcessDPIAware on device
  270. # creation. Helps avoid upscaling blur in modern Windows on
  271. # Hi-DPI screens/devices.
  272. #
  273. # Supported values:
  274. # - True, False: Always enable / disable
  275.  
  276. # d3d9.dpiAware = True
  277.  
  278.  
  279. # Strict Constant Copies
  280. #
  281. # Decides whether we should always copy defined constants to
  282. # the UBO when relative addressing is used, or only when the
  283. # relative addressing starts a defined constant.
  284. #
  285. # Supported values:
  286. # - True, False: Always enable / disable
  287.  
  288. # d3d9.strictConstantCopies = False
  289.  
  290.  
  291. # Strict Pow
  292. #
  293. # Decides whether we have an opSelect for handling pow(0,0) = 0
  294. # otherwise it becomes undefined.
  295. #
  296. # Supported values:
  297. # - True, False: Always enable / disable
  298.  
  299. # d3d9.strictPow = True
  300.  
  301.  
  302. # Lenient Clear
  303. #
  304. # Decides whether or not we fastpath clear anyway if we are close enough to
  305. # clearing a full render target.
  306. #
  307. # Supported values:
  308. # - True, False: Always enable / disable
  309.  
  310. # d3d9.lenientClear = False
  311.  
  312.  
  313. # Max available memory
  314. #
  315. # Changes the max initial value used in tracking and GetAvailableTextureMem
  316. # Value in Megabytes
  317. #
  318. # Supported values:
  319. # - Max Available Memory: Any int32_t
  320. # - Memory Tracking Testing: True, False
  321.  
  322. # d3d9.maxAvailableMemory = 4096
  323. # d3d9.memoryTrackTest = False
  324.  
  325.  
  326. # Force enable/disable floating point quirk emulation
  327. #
  328. # Force toggle anything * 0 emulation
  329. # Tristate
  330. # Supported values:
  331. # - True/False
  332.  
  333. # d3d9.floatEmulation =
  334.  
  335.  
  336. # Enable dialog box mode
  337. #
  338. # Changes the default state of dialog box mode.
  339. # *Disables* exclusive fullscreen when enabled.
  340. #
  341. # Supported values:
  342. # - True, False: Always enable / disable
  343.  
  344. # d3d9.enableDialogMode = False
  345.  
  346. # Overrides the application's MSAA level on the swapchain
  347. #
  348. # Supported values: -1 (application) and 0 to 16 (user override)
  349.  
  350. # d3d9.forceSwapchainMSAA = -1
  351.  
  352.  
  353. # Long Mad
  354. #
  355. # Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
  356. # This solves some rendering bugs in games that have z-pass shaders which
  357. # don't match entirely to the regular vertex shader in this way.
  358. #
  359. # Supported values:
  360. # - True/False
  361.  
  362. # d3d9.longMad = False
  363.  
  364. # Alpha Test Wiggle Room
  365. #
  366. # Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
  367. # misc. imprecision on some vendors
  368. #
  369. # Supported values:
  370. # - True/False
  371.  
  372. # d3d9.alphaTestWiggleRoom = False
  373.  
  374. # Device Local Constant Buffers
  375. #
  376. # Enables using device local, host accessible memory for constant buffers in D3D9.
  377. # This tends to actually be slower for some reason on AMD,
  378. # and the exact same performance on NVIDIA.
  379. #
  380. # Supported values:
  381. # - True/False
  382.  
  383. # d3d9.deviceLocalConstantBuffers = False
  384.  
  385. # Allow Read Only
  386. #
  387. # Enables using the D3DLOCK_READONLY flag. Some apps use this
  388. # incorrectly, and write when they should be reading.
  389. #
  390. # Supported values:
  391. # - True/False
  392.  
  393. # d3d9.allowLockFlagReadonly = True
  394.  
  395. # No Explicit Front Buffer
  396. #
  397. # Disables the front buffer
  398. #
  399. # Supported values:
  400. # - True/False
  401.  
  402. # d3d9.noExplicitFrontBuffer = False
  403.  
  404. # Support DF formats
  405. #
  406. # Support the vendor extension DF floating point depth formats
  407. #
  408. # Supported values:
  409. # - True/False
  410.  
  411. # d3d9.supportDFFormats = True
  412.  
  413. # Support X4R4G4B4
  414. #
  415. # Support the X4R4G4B4 format.
  416. # The Sims 2 is a horrible game made by complete morons.
  417. #
  418. # Supported values:
  419. # - True/False
  420.  
  421. # d3d9.supportX4R4G4B4 = True
  422.  
  423. # Support D32
  424. #
  425. # Support the D32 format.
  426. #
  427. # Supported values:
  428. # - True/False
  429.  
  430. # d3d9.supportD32 = True
  431.  
  432. # SWVP Constant Counts
  433. #
  434. # The number of constants available when using Software Vertex Processing.
  435. #
  436. # Supported values:
  437. # - Integers
  438.  
  439. # d3d9.swvpFloatCount = 8192
  440. # d3d9.swvpIntCount = 2048
  441. # d3d9.swvpBoolCount = 2048
  442.  
  443. # Disable A8 as a Render Target
  444. #
  445. # Disable support for A8 format render targets
  446. # Once again, The Sims 2 is a horrible game made by complete morons.
  447. #
  448. # Supported values:
  449. # - True/False
  450.  
  451. # d3d9.disableA8RT = False
  452.  
  453. # Support for VCache Query
  454. #
  455. # Support for the vcache query
  456. # Not very important as a user config.
  457. # Used internally.
  458. #
  459. # Supported values:
  460. # - True/False
  461.  
  462. # Defaults to True if vendorId == 0x10de
  463. # d3d9.supportVCache = True
  464.  
  465. # Force Sampler Type Spec Constants
  466. #
  467. # Useful if games use the wrong image and sampler
  468. # type combo like Halo: CE or Spellforce.
  469. # Can fix rendering in older, broken games in some instances.
  470. #
  471. # Supported values:
  472. # - True/False
  473.  
  474. # d3d9.forceSamplerTypeSpecConstants = False
  475.  
  476. # Force Aspect Ratio
  477. #
  478. # Only exposes modes with a given aspect ratio.
  479. # Useful for titles that break if they see ultra-wide.
  480. #
  481. # Supported values:
  482. # - Any ratio, ie. "16:9", "4:3"
  483.  
  484. # d3d9.forceAspectRatio = ""
  485.  
  486. # Allow Do Not Wait
  487. #
  488. # Allow the do not wait lock flag to be used
  489. # Useful if some apps use this incorrectly.
  490. #
  491. # Supported values:
  492. # - True/False
  493.  
  494. # d3d9.allowDoNotWait = True
  495.  
  496. # Allow Discard
  497. #
  498. # Allow the discard lock flag to be used
  499. # Useful if some apps use this incorrectly.
  500. #
  501. # Supported values:
  502. # - True/False
  503.  
  504. # d3d9.allowDiscard = True
  505.  
  506. # Enumerate by Displays
  507. #
  508. # Whether we should enumerate D3D9 adapters by display (windows behaviour)
  509. # or by physical adapter.
  510. # May be useful in PRIME setups.
  511. #
  512. # Supported values:
  513. # - True/False
  514.  
  515. # d3d9.enumerateByDisplays = True
  516.  
  517. # APITrace Mode
  518. #
  519. # Makes all host visible buffers cached and coherent
  520. # Improves performance when apitracing, but also can impact
  521. # some dumb games.
  522. #
  523. # Supported values:
  524. # - True/False
  525.  
  526. # d3d9.apitraceMode = False
  527. # d3d11.apitraceMode = False
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