updated dxvk.conf and themes

This commit is contained in:
Mikhail Tergoev
2024-04-12 13:30:23 +03:00
parent 1b81250f39
commit 2018ab5c2e
47 changed files with 260 additions and 137 deletions

View File

@ -1,3 +1,15 @@
# Expose the HDR10 ColorSpace (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
# to the application by default.
# This shows to the game that the global Windows 'HDR Mode' is enabled.
# Many (broken) games will need this to be set to consider exposing HDR output
# as determine it based on the DXGIOutput's current ColorSpace instead of
# using CheckColorSpaceSupport.
# This defaults to the value of the DXVK_HDR environment variable.
#
# Supported values: True, False
# dxgi.enableHDR = True
# Create the VkSurface on the first call to IDXGISwapChain::Present,
# rather than when creating the swap chain. Some games that start
# rendering with a different graphics API may require this option,
@ -15,8 +27,9 @@
#
# Supported values : 0 - 16
# dxgi.maxFrameLatency = 1
# d3d9.maxFrameLatency = 1
# dxgi.maxFrameLatency = 0
# d3d9.maxFrameLatency = 0
# Enables frame rate limiter. The main purpose of this is to work around
# bugs in games that have physics or other simulation tied to their frame
@ -24,8 +37,8 @@
#
# Supported values : Any non-negative integer
dxgi.maxFrameRate = 240
d3d9.maxFrameRate = 240
# dxgi.maxFrameRate = 0
# d3d9.maxFrameRate = 0
# Override PCI vendor and device IDs reported to the application. Can
@ -39,14 +52,52 @@ d3d9.maxFrameRate = 240
# dxgi.hideAmdGpu = True
# dxgi.hideNvidiaGpu = False
# Override the reported device description
#
# Supported values: Any string.
# d3d9.customDeviceDesc = "NVIDIA GeForce RTX 4090"
# d3d9.customDeviceId = 2684
# d3d9.customVendorId = 10de
# Report Nvidia GPUs as AMD GPUs. Unless NVAPI support is explicitly
# enabled through Proton, this is done by default in order to work
# around crashes or low performance with Nvidia-speciic code paths
# in games, especially Unreal Engine.
#
# Supported values: Auto, True, False
# dxgi.hideNvidiaGpu = Auto
# Report Nvidia GPUs running on NVK as AMD GPUs.
#
# Supported values: Auto, True, False
# dxgi.hideNvkGpu = Auto
# Report AMD GPUs as Nvidia GPUs. This is only done for games that are
# known to have issues with AMDAGS or other AMD-specific code paths.
#
# Supported values: Auto, True, False
# dxgi.hideAmdGpu = Auto
# Report Intel GPUs as AMD GPUs. This is only done for games that are
# known to have issues with Intel-specific libraries such as XESS.
#
# Supported values: Auto, True, False
# dxgi.hideIntelGpu = Auto
# Override maximum amount of device memory and shared system memory
# reported to the application. This may fix texture streaming issues
# in games that do not support cards with large amounts of VRAM.
# This is not a hard cap and applications can choose to ignore it.
#
# Supported values: Any number in Megabytes.
@ -79,14 +130,14 @@ d3d9.maxFrameRate = 240
#
# Supported values: Any non-negative number
# dxgi.syncInterval = 0
# d3d9.presentInterval = 0
# dxgi.syncInterval = -1
# d3d9.presentInterval = -1
# 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,
@ -96,8 +147,7 @@ d3d9.maxFrameRate = 240
#
# Supported values: Auto, True, False
# dxgi.tearFree = Auto
# d3d9.tearFree = Auto
# dxvk.tearFree = Auto
# Assume single-use mode for command lists created on deferred contexts.
@ -120,14 +170,14 @@ d3d9.maxFrameRate = 240
# 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 = 16
# 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.
#
@ -149,7 +199,7 @@ d3d9.maxFrameRate = 240
# 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
@ -163,7 +213,17 @@ d3d9.maxFrameRate = 240
#
# Supported values: Any number between -2.0 and 1.0
# d3d11.samplerLodBias = -0.3
# d3d11.samplerLodBias = 0.0
# d3d9.samplerLodBias = 0.0
# Clamps any negative LOD bias to 0. Applies after samplerLodBias has been
# applied. May help with games that use a high negative LOD bias by default.
#
# Supported values: True, False
# d3d11.clampNegativeLodBias = False
# d3d9.clampNegativeLodBias = False
# Declares vertex positions as invariant in order to solve
@ -175,6 +235,16 @@ d3d9.maxFrameRate = 240
# d3d9.invariantPosition = True
# Forces per-sample rate shading when MSAA is enabled, rather than per-pixel
# shading. May improve visual clarity at a significant performance cost, but
# may also introduce visual issues in some games.
#
# Supported values: True, False
# d3d11.forceSampleRateShading = False
# d3d9.forceSampleRateShading = False
# Forces the sample count of all textures to 1, and performs
# the needed fixups in resolve operations and shaders.
#
@ -230,8 +300,20 @@ d3d9.maxFrameRate = 240
# d3d11.enableContextLock = False
# Sets number of pipeline compiler threads.
# Exposes or hides support for driver command lists
#
# Some games use the feature flag to decide whether to use deferred
# contexts or not. We enable this by default, but in some situations
# this can lead to issues if games detect an AMD GPU where command
# lists are not natively supported on Windows.
#
# Supported values: True, False
# d3d11.exposeDriverCommandLists = True
# Sets number of pipeline compiler threads.
#
# If the graphics pipeline library feature is enabled, the given
# number of threads will be used for shader compilation. Some of
# these threads will be reserved for high-priority work.
@ -244,13 +326,13 @@ d3d9.maxFrameRate = 240
# 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
@ -258,6 +340,17 @@ d3d9.maxFrameRate = 240
# dxvk.useRawSsbo = Auto
# Changes memory chunk size.
#
# Can be used to override the maximum memory chunk size.
#
# Supported values:
# - 0 to use the defaults
# - any positive integer to limit the chunk size, in MiB
# dxvk.maxChunkSize = 0
# Controls graphics pipeline library behaviour
#
# Can be used to change VK_EXT_graphics_pipeline_library usage for
@ -287,19 +380,19 @@ d3d9.maxFrameRate = 240
# 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
@ -309,7 +402,7 @@ d3d9.maxFrameRate = 240
# DPI Awareness
#
#
# Decides whether we should call SetProcessDPIAware on device
# creation. Helps avoid upscaling blur in modern Windows on
# Hi-DPI screens/devices.
@ -321,7 +414,7 @@ d3d9.maxFrameRate = 240
# 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.
@ -333,7 +426,7 @@ d3d9.maxFrameRate = 240
# Strict Pow
#
#
# Decides whether we have an opSelect for handling pow(0,0) = 0
# otherwise it becomes undefined.
#
@ -391,7 +484,7 @@ d3d9.maxFrameRate = 240
# d3d9.enableDialogMode = False
# Overrides the application's MSAA level on the swapchain
#
#
# Supported values: -1 (application) and 0 to 16 (user override)
# d3d9.forceSwapchainMSAA = -1
@ -419,15 +512,6 @@ d3d9.maxFrameRate = 240
# d3d9.deviceLocalConstantBuffers = False
# No Explicit Front Buffer
#
# Disables the front buffer
#
# Supported values:
# - True/False
# d3d9.noExplicitFrontBuffer = False
# Support DF formats
#
# Support the vendor extension DF floating point depth formats
@ -449,7 +533,7 @@ d3d9.maxFrameRate = 240
# Support X4R4G4B4
#
# Support the X4R4G4B4 format.
# The Sims 2 is a horrible game made by complete morons.
# The Sims 2 is a very broken game.
#
# Supported values:
# - True/False
@ -468,13 +552,24 @@ d3d9.maxFrameRate = 240
# Disable A8 as a Render Target
#
# Disable support for A8 format render targets
# Once again, The Sims 2 is a horrible game made by complete morons.
# Once again, The Sims 2 is a very broken game.
#
# Supported values:
# - True/False
# d3d9.disableA8RT = False
# Support for VCache Query
#
# Support for the vcache query
# Not very important as a user config.
# Used internally.
#
# Supported values:
# - True/False
# Defaults to True if vendorId == 0x10de
# d3d9.supportVCache = True
# Force Sampler Type Spec Constants
#
@ -497,16 +592,6 @@ d3d9.maxFrameRate = 240
# d3d9.forceAspectRatio = ""
# Allow Discard
#
# Allow the discard lock flag to be used
# Useful if some apps use this incorrectly.
#
# Supported values:
# - True/False
# d3d9.allowDiscard = True
# Enumerate by Displays
#
# Whether we should enumerate D3D9 adapters by display (windows behaviour)
@ -518,16 +603,17 @@ d3d9.maxFrameRate = 240
# d3d9.enumerateByDisplays = True
# APITrace Mode
# Cached Dynamic Buffers
#
# Makes all host visible buffers cached and coherent
# Improves performance when apitracing, but also can impact
# some dumb games.
# Allocates dynamic resources in D3DPOOL_DEFAULT in
# cached system memory rather than uncached memory or host-visible
# VRAM, in order to allow fast readback from the CPU. This is only
# useful for buggy applications, and may reduce GPU-bound performance.
#
# Supported values:
# - True/False
# d3d9.apitraceMode = False
# d3d9.cachedDynamicBuffers = False
# Seamless Cubes
#
@ -538,3 +624,56 @@ d3d9.maxFrameRate = 240
# - 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