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dxvk.conf

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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 = False
  9. # d3d9.deferSurfaceCreation = False
  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 = 0
  19. d3d9.maxFrameLatency = 1
  20.  
  21.  
  22. # Override PCI vendor and device IDs reported to the application. Can
  23. # cause the app to adjust behaviour depending on the selected values.
  24. #
  25. # Supported values: Any four-digit hex number.
  26.  
  27. # dxgi.customDeviceId = 0000
  28. # dxgi.customVendorId = 0000
  29.  
  30. # d3d9.customDeviceId = 0000
  31. d3d9.customVendorId = 1002
  32.  
  33.  
  34. # Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
  35. # to work around issues with NVAPI, but may cause issues in some games.
  36. #
  37. # Supported values: True, False
  38.  
  39. # dxgi.nvapiHack = True
  40.  
  41.  
  42.  
  43. # Override maximum amount of device memory and shared system memory
  44. # reported to the application. This may fix texture streaming issues
  45. # in games that do not support cards with large amounts of VRAM.
  46. #
  47. # Supported values: Any number in Megabytes.
  48.  
  49. # dxgi.maxDeviceMemory = 0
  50. # dxgi.maxSharedMemory = 0
  51.  
  52.  
  53. # Override back buffer count for the Vulkan swap chain.
  54. # Setting this to 0 or less will have no effect.
  55. #
  56. # Supported values: Any number greater than or equal to 2.
  57.  
  58. # dxgi.numBackBuffers = 0
  59.  
  60.  
  61. # Overrides synchronization interval (Vsync) for presentation.
  62. # Setting this to 0 disables vertical synchronization entirely.
  63. # A positive value 'n' will enable Vsync and repeat the same
  64. # image n times, and a negative value will have no effect.
  65. #
  66. # Supported values: Any non-negative number
  67.  
  68. # dxgi.syncInterval   = -1
  69. # d3d9.presentInterval = 0
  70.  
  71.  
  72. # Performs range check on dynamically indexed constant buffers in shaders.
  73. # This may be needed to work around a certain type of game bug, but may
  74. # also introduce incorrect behaviour.
  75. #
  76. # Supported values: True, False
  77.  
  78. # d3d11.constantBufferRangeCheck = False
  79.  
  80.  
  81. # Assume single-use mode for command lists created on deferred contexts.
  82. # This may need to be disabled for some applications to avoid rendering
  83. # issues, which may come at a significant performance cost.
  84. #
  85. # Supported values: True, False
  86.  
  87. # d3d11.dcSingleUseMode = True
  88.  
  89.  
  90. # Override the maximum feature level that a D3D11 device can be created
  91. # with. Setting this to a higher value may allow some applications to run
  92. # that would otherwise fail to create a D3D11 device.
  93. #
  94. # Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
  95.  
  96. # d3d11.maxFeatureLevel = 11_1
  97.  
  98.  
  99. # Overrides the maximum allowed tessellation factor. This can be used to
  100. # improve performance in titles which overuse tessellation.
  101. #
  102. # Supported values: Any number between 8 and 64
  103.  
  104. # d3d11.maxTessFactor = 0
  105.  
  106.  
  107. # Enables relaxed pipeline barriers around UAV writes.
  108. #
  109. # This may improve performance in some games, but may also introduce
  110. # rendering issues. Please don't report bugs with the option enabled.
  111. #
  112. # Supported values: True, False
  113.  
  114. # d3d11.relaxedBarriers = False
  115.  
  116.  
  117. # Overrides anisotropic filtering for all samplers. Set this to a positive
  118. # value to enable AF for all samplers in the game, or to 0 in order to
  119. # disable AF entirely. Negative values will have no effect.
  120. #
  121. # Supported values: Any number between 0 and 16
  122.  
  123. # d3d11.samplerAnisotropy = -1
  124. d3d9.samplerAnisotropy  = 16
  125.  
  126.  
  127. # Replaces NaN outputs from fragment shaders with zeroes for floating
  128. # point render target. Used in some games to prevent artifacting.
  129. #
  130. # Supported values: True, False
  131.  
  132. # d3d11.enableRtOutputNanFixup = False
  133.  
  134.  
  135. # Clears workgroup memory in compute shaders to zero. Some games don't do
  136. # this and rely on undefined behaviour. Enabling may reduce performance.
  137. #
  138. # Supported values: True, False
  139.  
  140. # d3d11.zeroWorkgroupMemory = False
  141.  
  142.  
  143. # Sets number of pipeline compiler threads.
  144. #
  145. # Supported values:
  146. # - 0 to automatically determine the number of threads to use
  147. # - any positive number to enforce the thread count
  148.  
  149. # dxvk.numCompilerThreads = 0
  150.  
  151.  
  152. # Toggles raw SSBO usage.
  153. #
  154. # Uses storage buffers to implement raw and structured buffer
  155. # views. Enabled by default on hardware which has a storage
  156. # buffer offset alignment requirement of 4 Bytes (e.g. AMD).
  157. # Enabling this may improve performance, but is not safe on
  158. # hardware with higher alignment requirements.
  159. #
  160. # Supported values:
  161. # - Auto: Don't change the default
  162. # - True, False: Always enable / disable
  163.  
  164. # dxvk.useRawSsbo = Auto
  165.  
  166.  
  167. # Toggles early discard.
  168. #
  169. # Uses subgroup operations to determine whether it is safe to
  170. # discard fragments before the end of a fragment shader. This
  171. # is enabled by default on all drivers except RADV and Nvidia.
  172. # Enabling this may improve or degrade performance depending
  173. # on the game and hardware, or cause other issues.
  174. #
  175. # Supported values:
  176. # - Auto: Don't change the default
  177. # - True, False: Always enable / disable
  178.  
  179. # dxvk.useEarlyDiscard = Auto
  180.  
  181.  
  182. # Sets enabled HUD elements
  183. #
  184. # Behaves like the DXVK_HUD environment variable if the
  185. # environment variable is not set, otherwise it will be
  186. # ignored. The syntax is identical.
  187.  
  188. # dxvk.hud = fps,frametimes,drawcalls,pipelines,memory,gpuload,compiler,samplers
  189. dxvk.hud = compiler
  190.  
  191.  
  192. # Reported shader model
  193. #
  194. # The shader model to state that we support in the device
  195. # capabilities that the applicatation queries.
  196. #
  197. # Supported values:
  198. # - 1: Shader Model 1
  199. # - 2: Shader Model 2
  200. # - 3: Shader Model 3
  201.  
  202. # d3d9.shaderModel = 3
  203.  
  204.  
  205. # Evict Managed on Unlock
  206. #
  207. # Decides whether we should evict managed resources from
  208. # system memory when they are unlocked entirely.
  209. #
  210. # Supported values:
  211. # - True, False: Always enable / disable
  212.  
  213. # d3d9.evictManagedOnUnlock = False
  214.  
  215.  
  216. # DPI Awareness
  217. #
  218. # Decides whether we should call SetProcessDPIAware on device
  219. # creation. Helps avoid upscaling blur in modern Windows on
  220. # Hi-DPI screens/devices.
  221. #
  222. # Supported values:
  223. # - True, False: Always enable / disable
  224.  
  225. # d3d9.dpiAware = True
  226.  
  227.  
  228. # Strict Constant Copies
  229. #
  230. # Decides whether we should always copy defined constants to
  231. # the UBO when relative addresssing is used, or only when the
  232. # relative addressing starts a defined constant.
  233. #
  234. # Supported values:
  235. # - True, False: Always enable / disable
  236.  
  237. # d3d9.strictConstantCopies = False
  238.  
  239.  
  240. # Strict Pow
  241. #
  242. # Decides whether we have an opSelect for handling pow(0,0) = 0
  243. # otherwise it becomes undefined.
  244. #
  245. # Supported values:
  246. # - True, False: Always enable / disable
  247.  
  248. # d3d9.strictPow = True
  249.  
  250.  
  251. # Lenient Clear
  252. #
  253. # Decides whether or not we fastpath clear anyway if we are close enough to
  254. # clearing a full render target.
  255. #
  256. # Supported values:
  257. # - True, False: Always enable / disable
  258.  
  259. # d3d9.lenientClear = False
  260.  
  261.  
  262. # Max available memory
  263. #
  264. # Changes the max initial value used in tracking and GetAvailableTextureMem
  265. # Value in Megabytes
  266. #
  267. # Supported values:
  268. # - Any int32_t
  269.  
  270. # d3d9.maxAvailableMemory = 8192
  271.  
  272.  
  273. # Force enable/disable floating point quirk emulation
  274. #
  275. # Force toggle anything * 0 emulation
  276. # Tristate
  277. # Supported values:
  278. # - True/False
  279.  
  280. # d3d9.floatEmulation = False
  281.  
  282.  
  283. # Enable dialog box mode
  284. #
  285. # Changes the default state of dialog box mode.
  286. # *Disables* exclusive fullscreen when enabled.
  287. #
  288. # Supported values:
  289. # - True, False: Always enable / disable
  290.  
  291. # d3d9.enableDialogMode = False
  292.  
  293. # Overrides the application's MSAA level on the swapchain
  294. #
  295. # Supported values: -1 (application) and 0 to 16 (user override)
  296.  
  297. # d3d9.forceSwapchainMSAA  = -1
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