Scripts version 1090
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@ -2,7 +2,7 @@
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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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#
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# Supported values: True, False
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# dxgi.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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#
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# Supported values : 0 - 16
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# dxgi.maxFrameLatency = 0
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@ -73,7 +73,7 @@
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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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# 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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@ -116,14 +116,14 @@
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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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#
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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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#
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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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@ -135,7 +135,7 @@
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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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#
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# Supported values: Any number between 0 and 16
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# d3d11.samplerAnisotropy = -1
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@ -168,7 +168,7 @@
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# Sets number of pipeline compiler threads.
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#
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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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@ -177,13 +177,13 @@
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# Toggles raw SSBO usage.
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#
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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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#
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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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@ -192,13 +192,13 @@
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# Toggles early discard.
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#
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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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#
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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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@ -221,19 +221,19 @@
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# Sets enabled HUD elements
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#
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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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# 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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#
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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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@ -243,7 +243,7 @@
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# Evict Managed on Unlock
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#
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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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@ -254,7 +254,7 @@
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# DPI Awareness
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#
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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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@ -266,7 +266,7 @@
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# Strict Constant Copies
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#
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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 addressing is used, or only when the
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# relative addressing starts a defined constant.
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@ -278,7 +278,7 @@
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# Strict Pow
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#
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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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# - Memory Tracking Testing: True, False
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# d3d9.maxAvailableMemory = 1024
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d3d9.memoryTrackTest = False
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# d3d9.memoryTrackTest = False
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# Force enable/disable floating point quirk emulation
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