Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 11

# Expose the HDR10 ColorSpace (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)

# to the application by default.


# This shows to the game that the global Windows 'HDR Mode' is enabled.
# Many (broken) games will need this to be set to consider exposing HDR output
# as determine it based on the DXGIOutput's current ColorSpace instead of
# using CheckColorSpaceSupport.
# This defaults to the value of the DXVK_HDR environment variable.
#
# Supported values: True, False

# dxgi.enableHDR = True

# 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 frame rate limiter. The main purpose of this is to work around
# bugs in games that have physics or other simulation tied to their frame
# rate, but do not provide their own limiter.
#
# 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. Unless NVAPI support is explicitly


# enabled through proton, this is done by default in order to work
# around crashes or low performance with Nvidia-speciic code paths
# in games, especially Unreal Engine.
#
# Supported values: Auto, True, False

# dxgi.hideNvidiaGpu = Auto

# Report AMD GPUs as Nvidia GPUs. This is only done for games that are
# known to have issues with AMDAGS or other AMD-specific code paths.
#
# Supported values: Auto, True, False

# dxgi.hideAmdGpu = Auto

# Report Intel GPUs as AMD GPUs. This is only done for games that are
# known to have issues with Intel-specific libraries such as XESS.
#
# Supported values: Auto, True, False

# dxgi.hideIntelGpu = Auto

# 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

# dxvk.tearFree = Auto

# 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, 12_0, 12_1

# d3d11.maxFeatureLevel = 12_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

# Changes the mipmap LOD bias for all samplers. The given number will be
# added to the LOD bias provided by the application, rather than replacing
# it entirely. Positive values will reduce texture detail, while negative
# values may increase sharpness at the cost of shimmer.
#
# Supported values: Any number between -2.0 and 1.0

# d3d11.samplerLodBias = 0.0
# d3d9.samplerLodBias = 0.0

# Clamps any negative LOD bias to 0. Applies after samplerLodBias has been
# applied. May help with games that use a high negative LOD bias by default.
#
# Supported values: True, False

# d3d11.clampNegativeLodBias = False
# d3d9.clampNegativeLodBias = False

# 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 = True

# Forces per-sample rate shading when MSAA is enabled, rather than per-pixel
# shading. May improve visual clarity at a significant performance cost, but
# may also introduce visual issues in some games.
#
# Supported values: True, False

# d3d11.forceSampleRateShading = False
# d3d9.forceSampleRateShading = 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

# Resource size limit for implicit discards, in kilobytes. For small staging
# resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
# storage in order to avoid GPU synchronization, so setting this too high
# may cause memory issues, setting it to -1 disables the feature.

# d3d11.maxImplicitDiscardSize = 256

# Resource size limit for buffer-mapped dynamic images, in kilobytes.


# A higher threshold may reduce memory usage and PCI-E bandwidth in
# some games, but may also increase GPU synchronizations. Setting it
# to -1 disables the feature.

# d3d11.maxDynamicImageBufferSize = -1

# Allocates dynamic resources with the given set of bind flags in


# cached system memory rather than uncached memory or host-visible
# VRAM, in order to allow fast readback from the CPU. This is only
# useful for buggy applications, and may reduce GPU-bound performance.
#
# Supported values: Any combination of the following:
# - v: Vertex buffers
# - i: Index buffers
# - c: Constant buffers
# - r: Shader resources
# - a: All dynamic resources

# d3d11.cachedDynamicResources = ""

# Force-enables the D3D11 context lock via the ID3D10Multithread


# interface. This may be useful to debug race conditions.
#
# Supported values: True, False

# d3d11.enableContextLock = False

# Sets number of pipeline compiler threads.


#
# If the graphics pipeline library feature is enabled, the given
# number of threads will be used for shader compilation. Some of
# these threads will be reserved for high-priority work.
#
# Supported values:
# - 0 to use all available CPU cores
# - 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

# Changes memory chunk size.


#
# Can be used to override the maximum memory chunk size.
#
# Supported values:
# - 0 to use the defaults
# - any positive integer to limit the chunk size, in MiB

# dxvk.maxChunkSize = 0

# Controls graphics pipeline library behaviour


#
# Can be used to change VK_EXT_graphics_pipeline_library usage for
# debugging purpose. Doing so will likely result in increased stutter
# or degraded performance.
#
# Supported values:
# - Auto: Enable if supported, and compile optimized pipelines in the background
# - True: Enable if supported, but do not compile optimized pipelines
# - False: Always disable the feature

# dxvk.enableGraphicsPipelineLibrary = Auto

# Controls pipeline lifetime tracking


#
# If enabled, pipeline libraries will be freed aggressively in order
# save memory and address space. Has no effect if graphics pipeline
# libraries are not supported or disabled.
#
# Supported values:
# - Auto: Enable tracking for 32-bit applications only
# - True: Always enable tracking
# - False: Always disable tracking

# dxvk.trackPipelineLifetime = 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

# 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
# Setting it to True will use a faster but less accurate approach that works for
most games.
# Supported values:
# - True: Use a faster but less accurate approach. Good enough for most games
# - False: Disable float emulation completely
# - Strict: Use a slower but more correct approach. Necessary for some games
# - Auto: DXVK will pick automatically

# d3d9.floatEmulation = Auto

# 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

# 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

# Support DF formats
#
# Support the vendor extension DF floating point depth formats
#
# Supported values:
# - True/False

# d3d9.supportDFFormats = True

# Use D32f for D24


#
# Useful for reproducing AMD issues on other hw.
#
# Supported values:
# - True/False

# d3d9.useD32forD24 = False

# Support X4R4G4B4
#
# Support the X4R4G4B4 format.
# The Sims 2 is a very broken game.
#
# Supported values:
# - True/False

# d3d9.supportX4R4G4B4 = True

# Support D32
#
# Support the D32 format.
#
# Supported values:
# - True/False

# d3d9.supportD32 = True
# Disable A8 as a Render Target
#
# Disable support for A8 format render targets
# Once again, The Sims 2 is a very broken game.
#
# 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 = ""

# 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

# Cached Dynamic Buffers


#
# Allocates dynamic resources in D3DPOOL_DEFAULT in
# cached system memory rather than uncached memory or host-visible
# VRAM, in order to allow fast readback from the CPU. This is only
# useful for buggy applications, and may reduce GPU-bound performance.
#
# Supported values:
# - True/False

# d3d9.cachedDynamicBuffers = False

# Seamless Cubes
#
# Don't use non seamless cube maps even if they are supported.
# Non seamless cubes are correct d3d9 behavior, but can produce worse looking
edges.
#
# Supported values:
# - True/False

# d3d9.seamlessCubes = False

# Debug Utils
#
# Enables debug utils as this is off by default, this enables user annotations like
BeginEvent()/EndEvent().
# Alternatively could be enabled with DXVK_DEBUG=markers environment variable.
#
# Supported values:
# - True/False

# dxvk.enableDebugUtils = False

# Memory limit for locked D3D9 textures


#
# How much virtual memory will be used for textures (in MB).
# 0 to disable the limit.
# THIS DOES NOT IMPACT ACTUAL MEMORY CONSUMPTION OR TEXTURE QUALITY.
# DO NOT CHANGE THIS UNLESS YOU HAVE A VERY GOOD REASON.

# d3d9.textureMemory = 100

# Always enumerate all monitors on each dxgi output


#
# Used to avoid performance degradation in some games
# (will be deprecated once QueryDisplayConfig optimization
# is in Proton Wine).
#
# Supported values:
# - True/False

# dxgi.useMonitorFallback = False

You might also like