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- # Create the VkSurface on the first call to IDXGISwapChain::Present,
- # rather than when creating the swap chain. Some games that start
- # rendering with a different graphics API may require this option,
- # or otherwise the window may stay black.
- #
- # Supported values: True, False
- # dxgi.deferSurfaceCreation = False
- # d3d9.deferSurfaceCreation = False
- # Enforce a stricter maximum frame latency. Overrides the application
- # setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
- # Setting this to 0 will have no effect.
- #
- # Supported values : 0 - 16
- # dxgi.maxFrameLatency = 0
- d3d9.maxFrameLatency = 1
- # Override PCI vendor and device IDs reported to the application. Can
- # cause the app to adjust behaviour depending on the selected values.
- #
- # Supported values: Any four-digit hex number.
- # dxgi.customDeviceId = 0000
- # dxgi.customVendorId = 0000
- # d3d9.customDeviceId = 0000
- d3d9.customVendorId = 1002
- # Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
- # to work around issues with NVAPI, but may cause issues in some games.
- #
- # Supported values: True, False
- # dxgi.nvapiHack = True
- # Override maximum amount of device memory and shared system memory
- # reported to the application. This may fix texture streaming issues
- # in games that do not support cards with large amounts of VRAM.
- #
- # Supported values: Any number in Megabytes.
- # dxgi.maxDeviceMemory = 0
- # dxgi.maxSharedMemory = 0
- # Override back buffer count for the Vulkan swap chain.
- # Setting this to 0 or less will have no effect.
- #
- # Supported values: Any number greater than or equal to 2.
- # dxgi.numBackBuffers = 0
- # Overrides synchronization interval (Vsync) for presentation.
- # Setting this to 0 disables vertical synchronization entirely.
- # A positive value 'n' will enable Vsync and repeat the same
- # image n times, and a negative value will have no effect.
- #
- # Supported values: Any non-negative number
- # dxgi.syncInterval = -1
- # d3d9.presentInterval = 0
- # Performs range check on dynamically indexed constant buffers in shaders.
- # This may be needed to work around a certain type of game bug, but may
- # also introduce incorrect behaviour.
- #
- # Supported values: True, False
- # d3d11.constantBufferRangeCheck = False
- # Assume single-use mode for command lists created on deferred contexts.
- # This may need to be disabled for some applications to avoid rendering
- # issues, which may come at a significant performance cost.
- #
- # Supported values: True, False
- # d3d11.dcSingleUseMode = True
- # Override the maximum feature level that a D3D11 device can be created
- # with. Setting this to a higher value may allow some applications to run
- # that would otherwise fail to create a D3D11 device.
- #
- # Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
- # d3d11.maxFeatureLevel = 11_1
- # Overrides the maximum allowed tessellation factor. This can be used to
- # improve performance in titles which overuse tessellation.
- #
- # Supported values: Any number between 8 and 64
- # d3d11.maxTessFactor = 0
- # Enables relaxed pipeline barriers around UAV writes.
- #
- # This may improve performance in some games, but may also introduce
- # rendering issues. Please don't report bugs with the option enabled.
- #
- # Supported values: True, False
- # d3d11.relaxedBarriers = False
- # Overrides anisotropic filtering for all samplers. Set this to a positive
- # value to enable AF for all samplers in the game, or to 0 in order to
- # disable AF entirely. Negative values will have no effect.
- #
- # Supported values: Any number between 0 and 16
- # d3d11.samplerAnisotropy = -1
- d3d9.samplerAnisotropy = 16
- # Replaces NaN outputs from fragment shaders with zeroes for floating
- # point render target. Used in some games to prevent artifacting.
- #
- # Supported values: True, False
- # d3d11.enableRtOutputNanFixup = False
- # Clears workgroup memory in compute shaders to zero. Some games don't do
- # this and rely on undefined behaviour. Enabling may reduce performance.
- #
- # Supported values: True, False
- # d3d11.zeroWorkgroupMemory = False
- # Sets number of pipeline compiler threads.
- #
- # Supported values:
- # - 0 to automatically determine the number of threads to use
- # - any positive number to enforce the thread count
- # dxvk.numCompilerThreads = 0
- # Toggles raw SSBO usage.
- #
- # Uses storage buffers to implement raw and structured buffer
- # views. Enabled by default on hardware which has a storage
- # buffer offset alignment requirement of 4 Bytes (e.g. AMD).
- # Enabling this may improve performance, but is not safe on
- # hardware with higher alignment requirements.
- #
- # Supported values:
- # - Auto: Don't change the default
- # - True, False: Always enable / disable
- # dxvk.useRawSsbo = Auto
- # Toggles early discard.
- #
- # Uses subgroup operations to determine whether it is safe to
- # discard fragments before the end of a fragment shader. This
- # is enabled by default on all drivers except RADV and Nvidia.
- # Enabling this may improve or degrade performance depending
- # on the game and hardware, or cause other issues.
- #
- # Supported values:
- # - Auto: Don't change the default
- # - True, False: Always enable / disable
- # dxvk.useEarlyDiscard = Auto
- # Sets enabled HUD elements
- #
- # Behaves like the DXVK_HUD environment variable if the
- # environment variable is not set, otherwise it will be
- # ignored. The syntax is identical.
- # dxvk.hud = fps,frametimes,drawcalls,pipelines,memory,gpuload,compiler,samplers
- dxvk.hud = compiler
- # Reported shader model
- #
- # The shader model to state that we support in the device
- # capabilities that the applicatation queries.
- #
- # Supported values:
- # - 1: Shader Model 1
- # - 2: Shader Model 2
- # - 3: Shader Model 3
- # d3d9.shaderModel = 3
- # Evict Managed on Unlock
- #
- # Decides whether we should evict managed resources from
- # system memory when they are unlocked entirely.
- #
- # Supported values:
- # - True, False: Always enable / disable
- # d3d9.evictManagedOnUnlock = False
- # DPI Awareness
- #
- # Decides whether we should call SetProcessDPIAware on device
- # creation. Helps avoid upscaling blur in modern Windows on
- # Hi-DPI screens/devices.
- #
- # Supported values:
- # - True, False: Always enable / disable
- # d3d9.dpiAware = True
- # Strict Constant Copies
- #
- # Decides whether we should always copy defined constants to
- # the UBO when relative addresssing is used, or only when the
- # relative addressing starts a defined constant.
- #
- # Supported values:
- # - True, False: Always enable / disable
- # d3d9.strictConstantCopies = False
- # Strict Pow
- #
- # Decides whether we have an opSelect for handling pow(0,0) = 0
- # otherwise it becomes undefined.
- #
- # Supported values:
- # - True, False: Always enable / disable
- # d3d9.strictPow = True
- # Lenient Clear
- #
- # Decides whether or not we fastpath clear anyway if we are close enough to
- # clearing a full render target.
- #
- # Supported values:
- # - True, False: Always enable / disable
- # d3d9.lenientClear = False
- # Max available memory
- #
- # Changes the max initial value used in tracking and GetAvailableTextureMem
- # Value in Megabytes
- #
- # Supported values:
- # - Any int32_t
- # d3d9.maxAvailableMemory = 8192
- # Force enable/disable floating point quirk emulation
- #
- # Force toggle anything * 0 emulation
- # Tristate
- # Supported values:
- # - True/False
- # d3d9.floatEmulation = False
- # Enable dialog box mode
- #
- # Changes the default state of dialog box mode.
- # *Disables* exclusive fullscreen when enabled.
- #
- # Supported values:
- # - True, False: Always enable / disable
- # d3d9.enableDialogMode = False
- # Overrides the application's MSAA level on the swapchain
- #
- # Supported values: -1 (application) and 0 to 16 (user override)
- # d3d9.forceSwapchainMSAA = -1
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