679 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			679 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
	
	
	
| # Expose the HDR10 ColorSpace (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
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| # to the application by default.
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| # This shows to the game that the global Windows 'HDR Mode' is enabled.
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| # Many (broken) games will need this to be set to consider exposing HDR output
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| # as determine it based on the DXGIOutput's current ColorSpace instead of
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| # using CheckColorSpaceSupport.
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| # This defaults to the value of the DXVK_HDR environment variable.
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| #
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| # Supported values: True, False
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| 
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| # dxgi.enableHDR = True
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| 
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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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| 
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| # dxgi.deferSurfaceCreation = False
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| # d3d9.deferSurfaceCreation = False
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| 
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| 
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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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| 
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| # dxgi.maxFrameLatency = 0
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| # d3d9.maxFrameLatency = 0
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| 
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| 
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| # Enables frame rate limiter. The main purpose of this is to work around
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| # bugs in games that have physics or other simulation tied to their frame
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| # rate, but do not provide their own limiter.
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| #
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| # Supported values : Any non-negative integer
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| 
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| # dxgi.maxFrameRate = 0
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| # d3d9.maxFrameRate = 0
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| 
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| 
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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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| 
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| # dxgi.customDeviceDesc = "NVIDIA GeForce RTX 4090"
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| # dxgi.customDeviceId = 2684
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| # dxgi.customVendorId = 10de
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| # dxgi.hideAmdGpu = True
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| # dxgi.hideNvidiaGpu = False
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| 
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| # Override the reported device description
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| #
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| # Supported values: Any string.
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| 
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| # d3d9.customDeviceDesc = "NVIDIA GeForce RTX 4090"
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| # d3d9.customDeviceId = 2684
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| # d3d9.customVendorId = 10de
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| 
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| 
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| # Report Nvidia GPUs as AMD GPUs. Unless NVAPI support is explicitly
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| # enabled through Proton, this is done by default in order to work
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| # around crashes or low performance with Nvidia-speciic code paths
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| # in games, especially Unreal Engine.
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| #
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| # Supported values: Auto, True, False
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| 
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| # dxgi.hideNvidiaGpu = Auto
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| 
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| 
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| # Report Nvidia GPUs running on NVK as AMD GPUs.
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| #
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| # Supported values: Auto, True, False
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| 
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| # dxgi.hideNvkGpu = Auto
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| 
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| 
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| # Report AMD GPUs as Nvidia GPUs. This is only done for games that are
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| # known to have issues with AMDAGS or other AMD-specific code paths.
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| #
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| # Supported values: Auto, True, False
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| 
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| # dxgi.hideAmdGpu = Auto
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| 
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| 
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| # Report Intel GPUs as AMD GPUs. This is only done for games that are
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| # known to have issues with Intel-specific libraries such as XESS.
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| #
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| # Supported values: Auto, True, False
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| 
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| # dxgi.hideIntelGpu = Auto
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| 
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| 
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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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| # This is not a hard cap and applications can choose to ignore it.
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| #
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| # Supported values: Any number in Megabytes.
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| 
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| # dxgi.maxDeviceMemory = 0
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| # dxgi.maxSharedMemory = 0
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| 
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| 
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| # Some games think we are on Intel given a lack of NVAPI or
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| # AGS/atiadlxx support. Report our device memory as shared memory,
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| # and some small amount for a "carveout".
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| 
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| # Supported values: True, False
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| 
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| # dxgi.emulateUMA = False
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| 
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| 
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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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| 
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| # dxgi.numBackBuffers = 0
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| # d3d9.numBackBuffers = 0
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| 
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| 
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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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| 
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| # dxgi.syncInterval = -1
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| # d3d9.presentInterval = -1
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| 
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| 
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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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| 
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| # dxvk.tearFree = Auto
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| 
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| 
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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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| 
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| # d3d11.dcSingleUseMode = True
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| 
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| 
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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, 12_0, 12_1
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| 
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| # d3d11.maxFeatureLevel = 12_1
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| 
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| 
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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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| 
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| # d3d11.maxTessFactor = 0
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| 
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| 
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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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| 
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| # d3d11.relaxedBarriers = False
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| 
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| 
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| # Ignores barriers around UAV writes from fragment shaders.
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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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| 
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| # d3d11.ignoreGraphicsBarriers = False
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| 
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| 
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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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| 
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| # d3d11.samplerAnisotropy = -1
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| # d3d9.samplerAnisotropy = -1
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| 
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| 
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| # Changes the mipmap LOD bias for all samplers. The given number will be
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| # added to the LOD bias provided by the application, rather than replacing
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| # it entirely. Positive values will reduce texture detail, while negative
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| # values may increase sharpness at the cost of shimmer.
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| #
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| # Supported values: Any number between -2.0 and 1.0
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| 
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| # d3d11.samplerLodBias = 0.0
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| # d3d9.samplerLodBias = 0.0
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| 
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| 
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| # Clamps any negative LOD bias to 0. Applies after samplerLodBias has been
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| # applied. May help with games that use a high negative LOD bias by default.
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| #
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| # Supported values: True, False
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| 
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| # d3d11.clampNegativeLodBias = False
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| # d3d9.clampNegativeLodBias = False
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| 
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| 
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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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| 
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| # d3d11.invariantPosition = True
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| # d3d9.invariantPosition = True
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| 
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| 
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| # Forces per-sample rate shading when MSAA is enabled, rather than per-pixel
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| # shading. May improve visual clarity at a significant performance cost, but
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| # may also introduce visual issues in some games.
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| #
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| # Supported values: True, False
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| 
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| # d3d11.forceSampleRateShading = False
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| # d3d9.forceSampleRateShading = False
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| 
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| 
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| # Forces the sample count of all textures to 1, and performs
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| # the needed fixups in resolve operations and shaders.
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| #
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| # Supported values: True, False
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| 
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| # d3d11.disableMsaa = False
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| 
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| 
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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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| 
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| # d3d11.zeroWorkgroupMemory = False
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| 
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| 
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| # Resource size limit for implicit discards, in kilobytes. For small staging
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| # resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
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| # storage in order to avoid GPU synchronization, so setting this too high
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| # may cause memory issues, setting it to -1 disables the feature.
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| 
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| # d3d11.maxImplicitDiscardSize = 256
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| 
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| 
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| # Resource size limit for buffer-mapped dynamic images, in kilobytes.
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| # A higher threshold may reduce memory usage and PCI-E bandwidth in
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| # some games, but may also increase GPU synchronizations. Setting it
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| # to -1 disables the feature.
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| 
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| # d3d11.maxDynamicImageBufferSize = -1
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| 
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| 
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| # Allocates dynamic resources with the given set of bind flags in
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| # cached system memory rather than uncached memory or host-visible
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| # VRAM, in order to allow fast readback from the CPU. This is only
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| # useful for buggy applications, and may reduce GPU-bound performance.
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| #
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| # Supported values: Any combination of the following:
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| # - v: Vertex buffers
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| # - i: Index buffers
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| # - c: Constant buffers
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| # - r: Shader resources
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| # - a: All dynamic resources
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| 
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| # d3d11.cachedDynamicResources = ""
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| 
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| 
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| # Force-enables the D3D11 context lock via the ID3D10Multithread
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| # interface. This may be useful to debug race conditions.
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| #
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| # Supported values: True, False
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| 
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| # d3d11.enableContextLock = False
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| 
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| 
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| # Exposes or hides support for driver command lists
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| #
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| # Some games use the feature flag to decide whether to use deferred
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| # contexts or not. We enable this by default, but in some situations
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| # this can lead to issues if games detect an AMD GPU where command
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| # lists are not natively supported on Windows.
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| #
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| # Supported values: True, False
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| 
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| # d3d11.exposeDriverCommandLists = True
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| 
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| 
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| # Sets number of pipeline compiler threads.
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| # 
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| # If the graphics pipeline library feature is enabled, the given
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| # number of threads will be used for shader compilation. Some of
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| # these threads will be reserved for high-priority work.
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| #
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| # Supported values:
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| # - 0 to use all available CPU cores
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| # - any positive number to enforce the thread count
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| 
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| # dxvk.numCompilerThreads = 0
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| 
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| 
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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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| 
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| # dxvk.useRawSsbo = Auto
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| 
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| 
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| # Changes memory chunk size.
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| #
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| # Can be used to override the maximum memory chunk size.
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| #
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| # Supported values:
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| # - 0 to use the defaults
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| # - any positive integer to limit the chunk size, in MiB
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| 
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| # dxvk.maxChunkSize = 0
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| 
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| 
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| # Controls graphics pipeline library behaviour
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| #
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| # Can be used to change VK_EXT_graphics_pipeline_library usage for
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| # debugging purpose. Doing so will likely result in increased stutter
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| # or degraded performance.
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| #
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| # Supported values:
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| # - Auto: Enable if supported, and compile optimized pipelines in the background
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| # - True: Enable if supported, but do not compile optimized pipelines
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| # - False: Always disable the feature
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| 
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| # dxvk.enableGraphicsPipelineLibrary = Auto
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| 
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| 
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| # Controls pipeline lifetime tracking
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| #
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| # If enabled, pipeline libraries will be freed aggressively in order
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| # save memory and address space. Has no effect if graphics pipeline
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| # libraries are not supported or disabled.
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| #
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| # Supported values:
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| # - Auto: Enable tracking for 32-bit applications only
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| # - True: Always enable tracking
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| # - False: Always disable tracking
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| 
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| # dxvk.trackPipelineLifetime = Auto
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| 
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| 
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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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| 
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| # dxvk.hud = 
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| 
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| 
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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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| 
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| # d3d9.shaderModel = 3
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| 
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| 
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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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| 
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| # d3d9.dpiAware = True
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| 
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| 
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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 addressing 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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| 
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| # d3d9.strictConstantCopies = False
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| 
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| 
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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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| 
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| # d3d9.strictPow = True
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| 
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| 
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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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| 
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| # d3d9.lenientClear = False
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| 
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| 
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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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| # - Max Available Memory: Any int32_t
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| # - Memory Tracking Testing: True, False
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| 
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| # d3d9.maxAvailableMemory = 4096
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| # d3d9.memoryTrackTest = False
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| 
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| 
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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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| # Setting it to True will use a faster but less accurate approach that works for most games.
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| # Supported values:
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| # - True: Use a faster but less accurate approach. Good enough for most games
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| # - False: Disable float emulation completely
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| # - Strict: Use a slower but more correct approach. Necessary for some games
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| # - Auto: DXVK will pick automatically
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| 
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| # d3d9.floatEmulation = Auto
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| 
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| 
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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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| 
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| # d3d9.enableDialogMode = False
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| 
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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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| 
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| # d3d9.forceSwapchainMSAA = -1
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| 
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| 
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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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| 
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| # d3d9.longMad = False
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| 
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| # Device Local Constant Buffers
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| #
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| # Enables using device local, host accessible memory for constant buffers in D3D9.
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| # This tends to actually be slower for some reason on AMD,
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| # and the exact same performance on NVIDIA.
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| #
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| # Supported values:
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| # - True/False
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| 
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| # d3d9.deviceLocalConstantBuffers = False
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| 
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| # Support DF formats
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| #
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| # Support the vendor extension DF floating point depth formats
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| #
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| # Supported values:
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| # - True/False
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| 
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| # d3d9.supportDFFormats = True
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| 
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| # Use D32f for D24
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| #
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| # Useful for reproducing AMD issues on other hw.
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| #
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| # Supported values:
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| # - True/False
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| 
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| # d3d9.useD32forD24 = False
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| 
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| # Support X4R4G4B4
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| #
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| # Support the X4R4G4B4 format.
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| # The Sims 2 is a very broken game.
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| #
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| # Supported values:
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| # - True/False
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| 
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| # d3d9.supportX4R4G4B4 = True
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| 
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| # Support D32
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| #
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| # Support the D32 format.
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| #
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| # Supported values:
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| # - True/False
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| 
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| # d3d9.supportD32 = True
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| 
 | |
| # Disable A8 as a Render Target
 | |
| #
 | |
| # Disable support for A8 format render targets
 | |
| # Once again, The Sims 2 is a very broken game.
 | |
| #
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| # Supported values:
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| # - True/False
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| 
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| # d3d9.disableA8RT = False
 | |
| 
 | |
| # Support for VCache Query
 | |
| #
 | |
| # Support for the vcache query
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| # Not very important as a user config.
 | |
| # Used internally.
 | |
| #
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| # Supported values:
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| # - True/False
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| 
 | |
| # Defaults to True if vendorId == 0x10de
 | |
| # d3d9.supportVCache = True
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| 
 | |
| # Force Sampler Type Spec Constants
 | |
| #
 | |
| # Useful if games use the wrong image and sampler
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| # type combo like Halo: CE or Spellforce.
 | |
| # Can fix rendering in older, broken games in some instances.
 | |
| #
 | |
| # Supported values:
 | |
| # - True/False
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| 
 | |
| # d3d9.forceSamplerTypeSpecConstants = False
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| 
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| # Force Aspect Ratio
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| #
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| # Only exposes modes with a given aspect ratio.
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| # Useful for titles that break if they see ultra-wide.
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| #
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| # Supported values:
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| # - Any ratio, ie. "16:9", "4:3"
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| 
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| # d3d9.forceAspectRatio = ""
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| 
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| # Enumerate by Displays
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| #
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| # Whether we should enumerate D3D9 adapters by display (windows behaviour)
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| # or by physical adapter.
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| # May be useful in PRIME setups.
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| #
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| # Supported values:
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| # - True/False
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| 
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| # d3d9.enumerateByDisplays = True
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| 
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| # Cached Dynamic Buffers
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| #
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| # Allocates dynamic resources in D3DPOOL_DEFAULT in
 | |
| # cached system memory rather than uncached memory or host-visible
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| # VRAM, in order to allow fast readback from the CPU. This is only
 | |
| # useful for buggy applications, and may reduce GPU-bound performance.
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| #
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| # Supported values:
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| # - True/False
 | |
| 
 | |
| # d3d9.cachedDynamicBuffers = False
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| 
 | |
| # Seamless Cubes
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| #
 | |
| # 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.
 | |
| #
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| # 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
 | |
| 
 | |
| # Hide integrated graphics from applications
 | |
| #
 | |
| # Only has an effect when dedicated GPUs are present on the system. It is
 | |
| # not recommended to use this option at all unless absolutely necessary for
 | |
| # a game to work; prefer using DXVK_FILTER_DEVICE_NAME whenever possible.
 | |
| #
 | |
| # Supported values:
 | |
| # - True/False
 | |
| 
 | |
| # dxvk.hideIntegratedGraphics = False
 | |
| 
 | |
| # Trigger DEVICELOST when losing focus
 | |
| #
 | |
| # D3D9 requires the application to call Device::Reset after
 | |
| # it loses focus in fullscreen.
 | |
| # Some games rely on observing a D3DERR_DEVICELOST or D3DERR_NOTRESET.
 | |
| # Others don't handle it correctly.
 | |
| #
 | |
| # Supported values:
 | |
| # - True/False
 | |
| 
 | |
| # d3d9.deviceLossOnFocusLoss = False
 | |
| 
 | |
| # Reject Device::Reset if any losable resource is still alive
 | |
| #
 | |
| # D3D9 rejects Device::Reset if there's still any alive resources of specific types.
 | |
| # (State blocks, additional swapchains, D3DPOOL_DEFAULT resources)
 | |
| # Some games leak resources leading to a hang.
 | |
| #
 | |
| # Supported values:
 | |
| # - True/False
 | |
| 
 | |
| # d3d9.countLosableResources = True |