forked from CastroFidel/PortWINE
Scripts version 2137
This commit is contained in:
@ -1,4 +1,4 @@
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# Create the VkSurface on the first call to IDXGISwapChain::Present,
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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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@ -15,8 +15,17 @@
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#
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# Supported values : 0 - 16
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# dxgi.maxFrameLatency = 0
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# d3d9.maxFrameLatency = 0
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dxgi.maxFrameLatency = 1
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d3d9.maxFrameLatency = 1
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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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# 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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@ -30,13 +39,15 @@ dxgi.customVendorId = 10de
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# d3d9.customDeviceId = 222F
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# d3d9.customVendorId = 10de
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# Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
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# to work around issues with NVAPI, but may cause issues in some games.
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#
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# Supported values: True, False
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dxgi.nvapiHack = False
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dxvk.enableAsync = True
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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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# dxgi.customDeviceDesc = ""
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# d3d9.customDeviceDesc = ""
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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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@ -48,6 +59,15 @@ dxvk.enableAsync = True
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# dxgi.maxSharedMemory = 0
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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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# Supported values: True, False
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# dxgi.emulateUMA = False
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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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@ -85,15 +105,6 @@ dxvk.enableAsync = True
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# d3d9.tearFree = Auto
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# Performs range check on dynamically indexed constant buffers in shaders.
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# This may be needed to work around a certain type of game bug, but may
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# also introduce incorrect behaviour.
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#
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# Supported values: True, False
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# d3d11.constantBufferRangeCheck = False
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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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@ -107,9 +118,9 @@ dxvk.enableAsync = True
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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
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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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# d3d11.maxFeatureLevel = 11_1
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# d3d11.maxFeatureLevel = 12_1
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# Overrides the maximum allowed tessellation factor. This can be used to
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@ -117,7 +128,7 @@ dxvk.enableAsync = True
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#
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# Supported values: Any number between 8 and 64
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# d3d11.maxTessFactor = 0
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d3d11.maxTessFactor = 16
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# Enables relaxed pipeline barriers around UAV writes.
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@ -130,6 +141,16 @@ dxvk.enableAsync = True
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# d3d11.relaxedBarriers = False
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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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# d3d11.ignoreGraphicsBarriers = False
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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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@ -140,21 +161,31 @@ dxvk.enableAsync = True
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# d3d9.samplerAnisotropy = -1
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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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# d3d11.samplerLodBias = -0.3
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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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# d3d11.invariantPosition = True
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# d3d9.invariantPosition = False
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# d3d9.invariantPosition = True
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# Replaces NaN outputs from fragment shaders with zeroes for floating
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# point render target. Used in some games to prevent artifacting.
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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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# d3d11.enableRtOutputNanFixup = False
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# d3d11.disableMsaa = False
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# Clears workgroup memory in compute shaders to zero. Some games don't do
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@ -165,10 +196,53 @@ dxvk.enableAsync = True
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# d3d11.zeroWorkgroupMemory = False
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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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# d3d11.maxImplicitDiscardSize = 256
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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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# d3d11.maxDynamicImageBufferSize = -1
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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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# d3d11.cachedDynamicResources = ""
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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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# d3d11.enableContextLock = False
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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 automatically determine the number of threads to use
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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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# dxvk.numCompilerThreads = 0
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@ -189,33 +263,32 @@ dxvk.enableAsync = True
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# dxvk.useRawSsbo = Auto
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# Toggles early discard.
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# Controls graphics pipeline library behaviour
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#
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# Uses subgroup operations to determine whether it is safe to
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# discard fragments before the end of a fragment shader. This
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# is enabled by default on all drivers except RADV and Nvidia.
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# Enabling this may improve or degrade performance depending
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# on the game and hardware, or cause other issues.
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# 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: Don't change the default
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# - True, False: Always enable / disable
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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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# dxvk.useEarlyDiscard = Auto
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# dxvk.enableGraphicsPipelineLibrary = Auto
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# Controls workaround for NVIDIA HVV Heap bug.
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# Controls pipeline lifetime tracking
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#
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# Limits the budget of NVIDIA's HVV (host-visible,
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# device-local) heap to be half of the reported size. This is
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# needed to avoid NVIDIA driver bug 3114283, and defaults to
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# being enabled on all affected drivers.
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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: Don't change the default
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# - True, False: Always enable / disable
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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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# dxvk.halveNvidiaHVVHeap = Auto
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# dxvk.trackPipelineLifetime = Auto
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# Sets enabled HUD elements
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@ -240,17 +313,6 @@ dxvk.enableAsync = True
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# d3d9.shaderModel = 3
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# Evict Managed on Unlock
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#
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# Decides whether we should evict managed resources from
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# system memory when they are unlocked entirely.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.evictManagedOnUnlock = False
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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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@ -306,18 +368,21 @@ dxvk.enableAsync = True
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# - Max Available Memory: Any int32_t
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# - Memory Tracking Testing: True, False
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# d3d9.maxAvailableMemory = 1024
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# d3d9.maxAvailableMemory = 4096
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# d3d9.memoryTrackTest = False
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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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# Tristate
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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/False
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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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# d3d9.floatEmulation =
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d3d9.floatEmulation = Auto
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# Enable dialog box mode
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@ -348,16 +413,6 @@ dxvk.enableAsync = True
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# d3d9.longMad = False
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# Alpha Test Wiggle Room
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#
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# Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
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# misc. imprecision on some vendors
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#
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# Supported values:
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# - True/False
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# d3d9.alphaTestWiggleRoom = False
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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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@ -369,16 +424,6 @@ dxvk.enableAsync = True
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# d3d9.deviceLocalConstantBuffers = False
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# Allow Read Only
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#
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# Enables using the D3DLOCK_READONLY flag. Some apps use this
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# incorrectly, and write when they should be reading.
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#
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# Supported values:
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# - True/False
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# d3d9.allowLockFlagReadonly = True
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# No Explicit Front Buffer
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#
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# Disables the front buffer
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@ -397,6 +442,15 @@ dxvk.enableAsync = True
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# d3d9.supportDFFormats = True
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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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# d3d9.useD32forD24 = False
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# Support X4R4G4B4
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#
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# Support the X4R4G4B4 format.
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@ -416,17 +470,6 @@ dxvk.enableAsync = True
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# d3d9.supportD32 = True
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# SWVP Constant Counts
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#
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# The number of constants available when using Software Vertex Processing.
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#
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# Supported values:
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# - Integers
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# d3d9.swvpFloatCount = 8192
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# d3d9.swvpIntCount = 2048
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# d3d9.swvpBoolCount = 2048
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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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@ -437,17 +480,6 @@ dxvk.enableAsync = True
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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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@ -470,16 +502,6 @@ dxvk.enableAsync = True
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# d3d9.forceAspectRatio = ""
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# Allow Do Not Wait
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#
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# Allow the do not wait 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.allowDoNotWait = True
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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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@ -511,4 +533,13 @@ dxvk.enableAsync = True
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# - True/False
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# d3d9.apitraceMode = False
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# d3d11.apitraceMode = False
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# Seamless Cubes
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#
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# Don't use non seamless cube maps even if they are supported.
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# Non seamless cubes are correct d3d9 behavior, but can produce worse looking edges.
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#
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# Supported values:
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# - True/False
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# d3d9.seamlessCubes = False
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Reference in New Issue
Block a user