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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 = 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