Add dxvk.conf file to data
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data_from_portwine/dxvk.conf
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334
data_from_portwine/dxvk.conf
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# Create the VkSurface on the first call to IDXGISwapChain::Present,
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# rather than when creating the swap chain. Some games that start
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# rendering with a different graphics API may require this option,
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# or otherwise the window may stay black.
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#
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# Supported values: True, False
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# dxgi.deferSurfaceCreation = False
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# d3d9.deferSurfaceCreation = False
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# Enforce a stricter maximum frame latency. Overrides the application
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# setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
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# Setting this to 0 will have no effect.
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#
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# Supported values : 0 - 16
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# dxgi.maxFrameLatency = 0
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# d3d9.maxFrameLatency = 0
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# Override PCI vendor and device IDs reported to the application. Can
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# cause the app to adjust behaviour depending on the selected values.
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#
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# Supported values: Any four-digit hex number.
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# dxgi.customDeviceId = 0000
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# dxgi.customVendorId = 0000
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# d3d9.customDeviceId = 0000
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# d3d9.customVendorId = 0000
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# Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
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# to work around issues with NVAPI, but may cause issues in some games.
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#
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# Supported values: True, False
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# dxgi.nvapiHack = True
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# Override maximum amount of device memory and shared system memory
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# reported to the application. This may fix texture streaming issues
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# in games that do not support cards with large amounts of VRAM.
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#
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# Supported values: Any number in Megabytes.
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# dxgi.maxDeviceMemory = 0
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# dxgi.maxSharedMemory = 0
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# Override back buffer count for the Vulkan swap chain.
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# Setting this to 0 or less will have no effect.
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#
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# Supported values: Any number greater than or equal to 2.
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# dxgi.numBackBuffers = 0
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# Overrides synchronization interval (Vsync) for presentation.
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# Setting this to 0 disables vertical synchronization entirely.
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# A positive value 'n' will enable Vsync and repeat the same
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# image n times, and a negative value will have no effect.
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#
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# Supported values: Any non-negative number
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# dxgi.syncInterval = -1
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# d3d9.presentInterval = -1
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# True enables the mailbox present mode in case regular Vsync is disabled.
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# This should avoid tearing, but may be unsupported on some systems
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# or require setting dxgi.numBackBuffers to a higher value in order
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# to work properly.
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#
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# False enables the relaxed fifo present mode in case regular Vsync is enabled.
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# This should result in tearing but reduce stutter if FPS are too low,
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# but may be unsupported on some systems.
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#
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# Please do not report issues with this option.
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#
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# Supported values: Auto, True, False
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# dxgi.tearFree = Auto
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# d3d9.tearFree = Auto
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# Performs range check on dynamically indexed constant buffers in shaders.
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# This may be needed to work around a certain type of game bug, but may
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# also introduce incorrect behaviour.
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#
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# Supported values: True, False
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# d3d11.constantBufferRangeCheck = False
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# Assume single-use mode for command lists created on deferred contexts.
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# This may need to be disabled for some applications to avoid rendering
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# issues, which may come at a significant performance cost.
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#
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# Supported values: True, False
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# d3d11.dcSingleUseMode = True
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# Override the maximum feature level that a D3D11 device can be created
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# with. Setting this to a higher value may allow some applications to run
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# that would otherwise fail to create a D3D11 device.
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#
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# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
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# d3d11.maxFeatureLevel = 11_1
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# Overrides the maximum allowed tessellation factor. This can be used to
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# improve performance in titles which overuse tessellation.
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#
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# Supported values: Any number between 8 and 64
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# d3d11.maxTessFactor = 0
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# Enables relaxed pipeline barriers around UAV writes.
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#
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# This may improve performance in some games, but may also introduce
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# rendering issues. Please don't report bugs with the option enabled.
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#
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# Supported values: True, False
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# d3d11.relaxedBarriers = False
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# Overrides anisotropic filtering for all samplers. Set this to a positive
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# value to enable AF for all samplers in the game, or to 0 in order to
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# disable AF entirely. Negative values will have no effect.
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#
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# Supported values: Any number between 0 and 16
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# d3d11.samplerAnisotropy = -1
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# d3d9.samplerAnisotropy = -1
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# Declares vertex positions as invariant in order to solve
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# potential Z-fighting issues at a small performance cost.
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#
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# Supported values: True, False
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# d3d11.invariantPosition = False
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# d3d9.invariantPosition = False
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# Replaces NaN outputs from fragment shaders with zeroes for floating
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# point render target. Used in some games to prevent artifacting.
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#
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# Supported values: True, False
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# d3d11.enableRtOutputNanFixup = False
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# Clears workgroup memory in compute shaders to zero. Some games don't do
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# this and rely on undefined behaviour. Enabling may reduce performance.
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#
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# Supported values: True, False
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# d3d11.zeroWorkgroupMemory = False
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# Sets number of pipeline compiler threads.
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#
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# Supported values:
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# - 0 to automatically determine the number of threads to use
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# - any positive number to enforce the thread count
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# dxvk.numCompilerThreads = 0
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# Toggles raw SSBO usage.
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#
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# Uses storage buffers to implement raw and structured buffer
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# views. Enabled by default on hardware which has a storage
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# buffer offset alignment requirement of 4 Bytes (e.g. AMD).
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# Enabling this may improve performance, but is not safe on
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# hardware with higher alignment requirements.
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#
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# Supported values:
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# - Auto: Don't change the default
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# - True, False: Always enable / disable
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# dxvk.useRawSsbo = Auto
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# Toggles early discard.
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#
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# Uses subgroup operations to determine whether it is safe to
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# discard fragments before the end of a fragment shader. This
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# is enabled by default on all drivers except RADV and Nvidia.
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# Enabling this may improve or degrade performance depending
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# on the game and hardware, or cause other issues.
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#
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# Supported values:
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# - Auto: Don't change the default
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# - True, False: Always enable / disable
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# dxvk.useEarlyDiscard = Auto
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# Sets enabled HUD elements
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#
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# Behaves like the DXVK_HUD environment variable if the
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# environment variable is not set, otherwise it will be
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# ignored. The syntax is identical.
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# dxvk.hud =
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# Reported shader model
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#
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# The shader model to state that we support in the device
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# capabilities that the applicatation queries.
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#
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# Supported values:
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# - 1: Shader Model 1
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# - 2: Shader Model 2
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# - 3: Shader Model 3
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# d3d9.shaderModel = 3
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# Evict Managed on Unlock
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#
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# Decides whether we should evict managed resources from
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# system memory when they are unlocked entirely.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.evictManagedOnUnlock = False
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# DPI Awareness
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#
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# Decides whether we should call SetProcessDPIAware on device
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# creation. Helps avoid upscaling blur in modern Windows on
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# Hi-DPI screens/devices.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.dpiAware = True
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# Strict Constant Copies
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#
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# Decides whether we should always copy defined constants to
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# the UBO when relative addresssing is used, or only when the
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# relative addressing starts a defined constant.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.strictConstantCopies = False
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# Strict Pow
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#
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# Decides whether we have an opSelect for handling pow(0,0) = 0
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# otherwise it becomes undefined.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.strictPow = True
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# Lenient Clear
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#
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# Decides whether or not we fastpath clear anyway if we are close enough to
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# clearing a full render target.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.lenientClear = False
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# Max available memory
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#
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# Changes the max initial value used in tracking and GetAvailableTextureMem
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# Value in Megabytes
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#
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# Supported values:
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# - Any int32_t
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# d3d9.maxAvailableMemory = 4096
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# Force enable/disable floating point quirk emulation
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#
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# Force toggle anything * 0 emulation
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# Tristate
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# Supported values:
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# - True/False
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# d3d9.floatEmulation =
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# Enable dialog box mode
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#
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# Changes the default state of dialog box mode.
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# *Disables* exclusive fullscreen when enabled.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.enableDialogMode = False
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# Overrides the application's MSAA level on the swapchain
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#
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# Supported values: -1 (application) and 0 to 16 (user override)
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# d3d9.forceSwapchainMSAA = -1
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# Long Mad
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#
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# Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
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# This solves some rendering bugs in games that have z-pass shaders which
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# don't match entirely to the regular vertex shader in this way.
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#
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# Supported values:
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# - True/False
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# d3d9.longMad = False
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@ -106,6 +106,7 @@ elif [ "${var_dxvk_on}" -eq "2" ]
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then
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export DXVK_HUD="fps,devinfo"
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fi
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export DXVK_CONFIG_FILE="${PORT_WINE_PATH}/data/dxvk.conf"
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export def_pfx="${PORT_WINE_PATH}data/dist/share/default_pfx/"
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if [ ! -d "${def_pfx}" ]
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then
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@ -36,7 +36,6 @@ else ###DXVK###
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export launch_parameters=""
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export vblank_mode=1
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export __GL_SYNC_TO_VBLANK=1
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# export DXVK_CONFIG_FILE="${PATH_TO_GAME}"/dxvk.conf
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export PROTON_USE_WINED3D=0
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export PROTON_USE_D9VK=1
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export PROTON_NO_D3D11=0
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