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DXVK Conf
DXVK Conf
# dxgi.enableHDR = True
# dxgi.deferSurfaceCreation = False
# d3d9.deferSurfaceCreation = False
# 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
# 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
# dxgi.maxDeviceMemory = 0
# dxgi.maxSharedMemory = 0
# dxgi.emulateUMA = False
# dxgi.numBackBuffers = 0
# d3d9.numBackBuffers = 0
# 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
# 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
# d3d11.maxTessFactor = 0
# d3d11.ignoreGraphicsBarriers = False
# 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
# 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
# d3d11.disableMsaa = 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
# d3d11.maxDynamicImageBufferSize = -1
# d3d11.cachedDynamicResources = ""
# d3d11.enableContextLock = False
# dxvk.numCompilerThreads = 0
# dxvk.useRawSsbo = Auto
# dxvk.maxChunkSize = 0
# dxvk.enableGraphicsPipelineLibrary = Auto
# dxvk.trackPipelineLifetime = Auto
# dxvk.hud =
# 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
# 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
# d3d9.maxAvailableMemory = 4096
# d3d9.memoryTrackTest = False
# d3d9.floatEmulation = Auto
# d3d9.enableDialogMode = False
# 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
# d3d9.deviceLocalConstantBuffers = False
# Support DF formats
#
# Support the vendor extension DF floating point depth formats
#
# Supported values:
# - True/False
# d3d9.supportDFFormats = True
# 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
# d3d9.forceSamplerTypeSpecConstants = False
# 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
# 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
# d3d9.textureMemory = 100
# dxgi.useMonitorFallback = False