Scripts version 1090

This commit is contained in:
castro-fidel
2021-05-27 01:53:55 +03:00
parent 7021c0355b
commit aec5cd6083
20 changed files with 408 additions and 244 deletions

View File

@ -2,7 +2,7 @@
# rather than when creating the swap chain. Some games that start
# rendering with a different graphics API may require this option,
# or otherwise the window may stay black.
#
#
# Supported values: True, False
# dxgi.deferSurfaceCreation = False
@ -12,7 +12,7 @@
# Enforce a stricter maximum frame latency. Overrides the application
# setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
# Setting this to 0 will have no effect.
#
#
# Supported values : 0 - 16
# dxgi.maxFrameLatency = 0
@ -73,7 +73,7 @@
# 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.
# 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,
@ -116,14 +116,14 @@
# Overrides the maximum allowed tessellation factor. This can be used to
# improve performance in titles which overuse tessellation.
#
#
# Supported values: Any number between 8 and 64
# d3d11.maxTessFactor = 0
# Enables relaxed pipeline barriers around UAV writes.
#
#
# This may improve performance in some games, but may also introduce
# rendering issues. Please don't report bugs with the option enabled.
#
@ -135,7 +135,7 @@
# Overrides anisotropic filtering for all samplers. Set this to a positive
# value to enable AF for all samplers in the game, or to 0 in order to
# disable AF entirely. Negative values will have no effect.
#
#
# Supported values: Any number between 0 and 16
# d3d11.samplerAnisotropy = -1
@ -168,7 +168,7 @@
# Sets number of pipeline compiler threads.
#
#
# Supported values:
# - 0 to automatically determine the number of threads to use
# - any positive number to enforce the thread count
@ -177,13 +177,13 @@
# Toggles raw SSBO usage.
#
#
# Uses storage buffers to implement raw and structured buffer
# views. Enabled by default on hardware which has a storage
# buffer offset alignment requirement of 4 Bytes (e.g. AMD).
# Enabling this may improve performance, but is not safe on
# hardware with higher alignment requirements.
#
#
# Supported values:
# - Auto: Don't change the default
# - True, False: Always enable / disable
@ -192,13 +192,13 @@
# Toggles early discard.
#
#
# Uses subgroup operations to determine whether it is safe to
# discard fragments before the end of a fragment shader. This
# is enabled by default on all drivers except RADV and Nvidia.
# Enabling this may improve or degrade performance depending
# on the game and hardware, or cause other issues.
#
#
# Supported values:
# - Auto: Don't change the default
# - True, False: Always enable / disable
@ -221,19 +221,19 @@
# Sets enabled HUD elements
#
#
# Behaves like the DXVK_HUD environment variable if the
# environment variable is not set, otherwise it will be
# ignored. The syntax is identical.
# dxvk.hud =
# dxvk.hud =
# Reported shader model
#
# The shader model to state that we support in the device
# capabilities that the applicatation queries.
#
#
# Supported values:
# - 1: Shader Model 1
# - 2: Shader Model 2
@ -243,7 +243,7 @@
# Evict Managed on Unlock
#
#
# Decides whether we should evict managed resources from
# system memory when they are unlocked entirely.
#
@ -254,7 +254,7 @@
# DPI Awareness
#
#
# Decides whether we should call SetProcessDPIAware on device
# creation. Helps avoid upscaling blur in modern Windows on
# Hi-DPI screens/devices.
@ -266,7 +266,7 @@
# Strict Constant Copies
#
#
# Decides whether we should always copy defined constants to
# the UBO when relative addressing is used, or only when the
# relative addressing starts a defined constant.
@ -278,7 +278,7 @@
# Strict Pow
#
#
# Decides whether we have an opSelect for handling pow(0,0) = 0
# otherwise it becomes undefined.
#
@ -309,7 +309,7 @@
# - Memory Tracking Testing: True, False
# d3d9.maxAvailableMemory = 1024
d3d9.memoryTrackTest = False
# d3d9.memoryTrackTest = False
# Force enable/disable floating point quirk emulation