forked from CastroFidel/PortWINE
updated dxvk.conf and themes
This commit is contained in:
@ -1,3 +1,15 @@
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# 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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# dxgi.enableHDR = True
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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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@ -15,8 +27,9 @@
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#
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# Supported values : 0 - 16
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# dxgi.maxFrameLatency = 1
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# d3d9.maxFrameLatency = 1
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# dxgi.maxFrameLatency = 0
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# d3d9.maxFrameLatency = 0
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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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@ -24,8 +37,8 @@
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#
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# Supported values : Any non-negative integer
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dxgi.maxFrameRate = 240
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d3d9.maxFrameRate = 240
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# dxgi.maxFrameRate = 0
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# d3d9.maxFrameRate = 0
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# Override PCI vendor and device IDs reported to the application. Can
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@ -39,14 +52,52 @@ d3d9.maxFrameRate = 240
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# dxgi.hideAmdGpu = True
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# dxgi.hideNvidiaGpu = False
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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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# d3d9.customDeviceDesc = "NVIDIA GeForce RTX 4090"
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# d3d9.customDeviceId = 2684
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# d3d9.customVendorId = 10de
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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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# dxgi.hideNvidiaGpu = Auto
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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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# dxgi.hideNvkGpu = Auto
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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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# dxgi.hideAmdGpu = Auto
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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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# dxgi.hideIntelGpu = Auto
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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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@ -79,14 +130,14 @@ d3d9.maxFrameRate = 240
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#
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# Supported values: Any non-negative number
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# dxgi.syncInterval = 0
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# d3d9.presentInterval = 0
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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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# 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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@ -96,8 +147,7 @@ d3d9.maxFrameRate = 240
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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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# dxvk.tearFree = Auto
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# Assume single-use mode for command lists created on deferred contexts.
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@ -120,14 +170,14 @@ d3d9.maxFrameRate = 240
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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 = 16
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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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@ -149,7 +199,7 @@ d3d9.maxFrameRate = 240
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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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@ -163,7 +213,17 @@ d3d9.maxFrameRate = 240
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#
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# Supported values: Any number between -2.0 and 1.0
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# d3d11.samplerLodBias = -0.3
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# d3d11.samplerLodBias = 0.0
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# d3d9.samplerLodBias = 0.0
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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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# d3d11.clampNegativeLodBias = False
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# d3d9.clampNegativeLodBias = False
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# Declares vertex positions as invariant in order to solve
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@ -175,6 +235,16 @@ d3d9.maxFrameRate = 240
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# d3d9.invariantPosition = True
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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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# d3d11.forceSampleRateShading = False
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# d3d9.forceSampleRateShading = False
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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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@ -230,8 +300,20 @@ d3d9.maxFrameRate = 240
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# d3d11.enableContextLock = False
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# Sets number of pipeline compiler threads.
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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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# d3d11.exposeDriverCommandLists = True
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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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@ -244,13 +326,13 @@ d3d9.maxFrameRate = 240
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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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@ -258,6 +340,17 @@ d3d9.maxFrameRate = 240
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# dxvk.useRawSsbo = Auto
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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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# dxvk.maxChunkSize = 0
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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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@ -287,19 +380,19 @@ d3d9.maxFrameRate = 240
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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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@ -309,7 +402,7 @@ d3d9.maxFrameRate = 240
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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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@ -321,7 +414,7 @@ d3d9.maxFrameRate = 240
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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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@ -333,7 +426,7 @@ d3d9.maxFrameRate = 240
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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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@ -391,7 +484,7 @@ d3d9.maxFrameRate = 240
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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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#
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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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@ -419,15 +512,6 @@ d3d9.maxFrameRate = 240
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# d3d9.deviceLocalConstantBuffers = False
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# No Explicit Front Buffer
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#
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# Disables the front buffer
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#
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# Supported values:
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# - True/False
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# d3d9.noExplicitFrontBuffer = False
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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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@ -449,7 +533,7 @@ d3d9.maxFrameRate = 240
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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 horrible game made by complete morons.
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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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@ -468,13 +552,24 @@ d3d9.maxFrameRate = 240
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# Disable A8 as a Render Target
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#
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# Disable support for A8 format render targets
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# Once again, The Sims 2 is a horrible game made by complete morons.
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# Once again, 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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# d3d9.disableA8RT = False
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# Support for VCache Query
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#
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# Support for the vcache query
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# Not very important as a user config.
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# Used internally.
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#
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# Supported values:
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# - True/False
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# Defaults to True if vendorId == 0x10de
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# d3d9.supportVCache = True
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# Force Sampler Type Spec Constants
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#
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@ -497,16 +592,6 @@ d3d9.maxFrameRate = 240
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# d3d9.forceAspectRatio = ""
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# Allow Discard
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#
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# Allow the discard lock flag to be used
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# Useful if some apps use this incorrectly.
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#
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# Supported values:
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# - True/False
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# d3d9.allowDiscard = True
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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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@ -518,16 +603,17 @@ d3d9.maxFrameRate = 240
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# d3d9.enumerateByDisplays = True
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# APITrace Mode
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# Cached Dynamic Buffers
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#
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# Makes all host visible buffers cached and coherent
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# Improves performance when apitracing, but also can impact
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# some dumb games.
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# Allocates dynamic resources in D3DPOOL_DEFAULT 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:
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# - True/False
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# d3d9.apitraceMode = False
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# d3d9.cachedDynamicBuffers = False
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# Seamless Cubes
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#
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@ -538,3 +624,56 @@ d3d9.maxFrameRate = 240
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# - True/False
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# d3d9.seamlessCubes = False
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# Debug Utils
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#
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# Enables debug utils as this is off by default, this enables user annotations like BeginEvent()/EndEvent().
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# Alternatively could be enabled with DXVK_DEBUG=markers environment variable.
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#
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# Supported values:
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# - True/False
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# dxvk.enableDebugUtils = False
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# Memory limit for locked D3D9 textures
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#
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# How much virtual memory will be used for textures (in MB).
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# 0 to disable the limit.
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# THIS DOES NOT IMPACT ACTUAL MEMORY CONSUMPTION OR TEXTURE QUALITY.
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# DO NOT CHANGE THIS UNLESS YOU HAVE A VERY GOOD REASON.
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# d3d9.textureMemory = 100
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# Hide integrated graphics from applications
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#
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# Only has an effect when dedicated GPUs are present on the system. It is
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# not recommended to use this option at all unless absolutely necessary for
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# a game to work; prefer using DXVK_FILTER_DEVICE_NAME whenever possible.
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#
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# Supported values:
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# - True/False
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# dxvk.hideIntegratedGraphics = False
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# Trigger DEVICELOST when losing focus
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#
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# D3D9 requires the application to call Device::Reset after
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# it loses focus in fullscreen.
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# Some games rely on observing a D3DERR_DEVICELOST or D3DERR_NOTRESET.
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# Others don't handle it correctly.
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#
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# Supported values:
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# - True/False
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# d3d9.deviceLossOnFocusLoss = False
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# Reject Device::Reset if any losable resource is still alive
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#
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# D3D9 rejects Device::Reset if there's still any alive resources of specific types.
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# (State blocks, additional swapchains, D3DPOOL_DEFAULT resources)
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# Some games leak resources leading to a hang.
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#
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# Supported values:
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# - True/False
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# d3d9.countLosableResources = True
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