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Diffstat (limited to 'src/libs/dxvk-native-1.9.2a/dxvk.conf')
-rw-r--r-- | src/libs/dxvk-native-1.9.2a/dxvk.conf | 537 |
1 files changed, 537 insertions, 0 deletions
diff --git a/src/libs/dxvk-native-1.9.2a/dxvk.conf b/src/libs/dxvk-native-1.9.2a/dxvk.conf new file mode 100644 index 00000000..554f3b06 --- /dev/null +++ b/src/libs/dxvk-native-1.9.2a/dxvk.conf @@ -0,0 +1,537 @@ +# 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 = 0 + + +# Enables a frame rate limiter, unless the game is already +# limited to the same refresh rate by vertical synchronization. +# +# Supported values : Any non-negative integer + +# dxgi.maxFrameRate = 0 +# d3d9.maxFrameRate = 0 + + +# 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 = 0000 + + +# Override the reported device description +# +# Supported values: Any string. + +# dxgi.customDeviceDesc = "" +# d3d9.customDeviceDesc = "" + + +# 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 + + +# Some games think we are on Intel given a lack of NVAPI or +# AGS/atiadlxx support. Report our device memory as shared memory, +# and some small amount for a "carveout". + +# Supported values: True, False + +# dxgi.emulateUMA = False + + +# 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 +# d3d9.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 = -1 + + +# True enables the mailbox present mode in case regular Vsync is disabled. +# This should avoid tearing, but may be unsupported on some systems +# or require setting dxgi.numBackBuffers to a higher value in order +# to work properly. +# +# False enables the relaxed fifo present mode in case regular Vsync is enabled. +# This should result in tearing but reduce stutter if FPS are too low, +# but may be unsupported on some systems. +# +# Please do not report issues with this option. +# +# Supported values: Auto, True, False + +# dxgi.tearFree = Auto +# d3d9.tearFree = Auto + + +# 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 + + +# Ignores barriers around UAV writes from fragment shaders. +# +# 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.ignoreGraphicsBarriers = 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 = -1 + + +# Declares vertex positions as invariant in order to solve +# potential Z-fighting issues at a small performance cost. +# +# Supported values: True, False + +# d3d11.invariantPosition = True +# d3d9.invariantPosition = False + + +# Forces the sample count of all textures to 1, and performs +# the needed fixups in resolve operations and shaders. +# +# Supported values: True, False + +# d3d11.disableMsaa = 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 + + +# Controls workaround for NVIDIA HVV Heap bug. +# +# Limits the budget of NVIDIA's HVV (host-visible, +# device-local) heap to be half of the reported size. This is +# needed to avoid NVIDIA driver bug 3114283, and defaults to +# being enabled on all affected drivers. +# +# Supported values: +# - Auto: Don't change the default +# - True, False: Always enable / disable + +# dxvk.halveNvidiaHVVHeap = 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 = + + +# 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 addressing 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: +# - Max Available Memory: Any int32_t +# - Memory Tracking Testing: True, False + +# d3d9.maxAvailableMemory = 4096 +# d3d9.memoryTrackTest = False + + +# Force enable/disable floating point quirk emulation +# +# Force toggle anything * 0 emulation +# Tristate +# Supported values: +# - True/False + +# d3d9.floatEmulation = + + +# 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 + + +# Long Mad +# +# Should we make our Mads a FFma or do it the long way with an FMul and an FAdd? +# This solves some rendering bugs in games that have z-pass shaders which +# don't match entirely to the regular vertex shader in this way. +# +# Supported values: +# - True/False + +# d3d9.longMad = False + +# Alpha Test Wiggle Room +# +# Workaround for games using alpha test == 1.0, etc due to wonky interpolation or +# misc. imprecision on some vendors +# +# Supported values: +# - True/False + +# d3d9.alphaTestWiggleRoom = False + +# Device Local Constant Buffers +# +# Enables using device local, host accessible memory for constant buffers in D3D9. +# This tends to actually be slower for some reason on AMD, +# and the exact same performance on NVIDIA. +# +# Supported values: +# - True/False + +# d3d9.deviceLocalConstantBuffers = False + +# Allow Read Only +# +# Enables using the D3DLOCK_READONLY flag. Some apps use this +# incorrectly, and write when they should be reading. +# +# Supported values: +# - True/False + +# d3d9.allowLockFlagReadonly = True + +# No Explicit Front Buffer +# +# Disables the front buffer +# +# Supported values: +# - True/False + +# d3d9.noExplicitFrontBuffer = False + +# Support DF formats +# +# Support the vendor extension DF floating point depth formats +# +# Supported values: +# - True/False + +# d3d9.supportDFFormats = True + +# Support X4R4G4B4 +# +# Support the X4R4G4B4 format. +# The Sims 2 is a horrible game made by complete morons. +# +# Supported values: +# - True/False + +# d3d9.supportX4R4G4B4 = True + +# Support D32 +# +# Support the D32 format. +# +# Supported values: +# - True/False + +# d3d9.supportD32 = True + +# SWVP Constant Counts +# +# The number of constants available when using Software Vertex Processing. +# +# Supported values: +# - Integers + +# d3d9.swvpFloatCount = 8192 +# d3d9.swvpIntCount = 2048 +# d3d9.swvpBoolCount = 2048 + +# Disable A8 as a Render Target +# +# Disable support for A8 format render targets +# Once again, The Sims 2 is a horrible game made by complete morons. +# +# Supported values: +# - True/False + +# d3d9.disableA8RT = False + +# Support for VCache Query +# +# Support for the vcache query +# Not very important as a user config. +# Used internally. +# +# Supported values: +# - True/False + +# Defaults to True if vendorId == 0x10de +# d3d9.supportVCache = True + +# Force Sampler Type Spec Constants +# +# Useful if games use the wrong image and sampler +# type combo like Halo: CE or Spellforce. +# Can fix rendering in older, broken games in some instances. +# +# Supported values: +# - True/False + +# d3d9.forceSamplerTypeSpecConstants = False + +# Force Aspect Ratio +# +# Only exposes modes with a given aspect ratio. +# Useful for titles that break if they see ultra-wide. +# +# Supported values: +# - Any ratio, ie. "16:9", "4:3" + +# d3d9.forceAspectRatio = "" + +# Allow Do Not Wait +# +# Allow the do not wait lock flag to be used +# Useful if some apps use this incorrectly. +# +# Supported values: +# - True/False + +# d3d9.allowDoNotWait = True + +# Allow Discard +# +# Allow the discard lock flag to be used +# Useful if some apps use this incorrectly. +# +# Supported values: +# - True/False + +# d3d9.allowDiscard = True + +# Enumerate by Displays +# +# Whether we should enumerate D3D9 adapters by display (windows behaviour) +# or by physical adapter. +# May be useful in PRIME setups. +# +# Supported values: +# - True/False + +# d3d9.enumerateByDisplays = True + +# APITrace Mode +# +# Makes all host visible buffers cached and coherent +# Improves performance when apitracing, but also can impact +# some dumb games. +# +# Supported values: +# - True/False + +# d3d9.apitraceMode = False +# d3d11.apitraceMode = False |