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source: vbox/trunk/src/libs/dxvk-native-1.9.2a/dxvk.conf@ 97780

Last change on this file since 97780 was 96497, checked in by vboxsync, 2 years ago

libs/dxvk-native-1.9.2a: export to OSE

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1# Create the VkSurface on the first call to IDXGISwapChain::Present,
2# rather than when creating the swap chain. Some games that start
3# rendering with a different graphics API may require this option,
4# or otherwise the window may stay black.
5#
6# Supported values: True, False
7
8# dxgi.deferSurfaceCreation = False
9# d3d9.deferSurfaceCreation = False
10
11
12# Enforce a stricter maximum frame latency. Overrides the application
13# setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
14# Setting this to 0 will have no effect.
15#
16# Supported values : 0 - 16
17
18# dxgi.maxFrameLatency = 0
19# d3d9.maxFrameLatency = 0
20
21
22# Enables a frame rate limiter, unless the game is already
23# limited to the same refresh rate by vertical synchronization.
24#
25# Supported values : Any non-negative integer
26
27# dxgi.maxFrameRate = 0
28# d3d9.maxFrameRate = 0
29
30
31# Override PCI vendor and device IDs reported to the application. Can
32# cause the app to adjust behaviour depending on the selected values.
33#
34# Supported values: Any four-digit hex number.
35
36# dxgi.customDeviceId = 0000
37# dxgi.customVendorId = 0000
38
39# d3d9.customDeviceId = 0000
40# d3d9.customVendorId = 0000
41
42
43# Override the reported device description
44#
45# Supported values: Any string.
46
47# dxgi.customDeviceDesc = ""
48# d3d9.customDeviceDesc = ""
49
50
51# Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
52# to work around issues with NVAPI, but may cause issues in some games.
53#
54# Supported values: True, False
55
56# dxgi.nvapiHack = True
57
58
59
60# Override maximum amount of device memory and shared system memory
61# reported to the application. This may fix texture streaming issues
62# in games that do not support cards with large amounts of VRAM.
63#
64# Supported values: Any number in Megabytes.
65
66# dxgi.maxDeviceMemory = 0
67# dxgi.maxSharedMemory = 0
68
69
70# Some games think we are on Intel given a lack of NVAPI or
71# AGS/atiadlxx support. Report our device memory as shared memory,
72# and some small amount for a "carveout".
73
74# Supported values: True, False
75
76# dxgi.emulateUMA = False
77
78
79# Override back buffer count for the Vulkan swap chain.
80# Setting this to 0 or less will have no effect.
81#
82# Supported values: Any number greater than or equal to 2.
83
84# dxgi.numBackBuffers = 0
85# d3d9.numBackBuffers = 0
86
87
88# Overrides synchronization interval (Vsync) for presentation.
89# Setting this to 0 disables vertical synchronization entirely.
90# A positive value 'n' will enable Vsync and repeat the same
91# image n times, and a negative value will have no effect.
92#
93# Supported values: Any non-negative number
94
95# dxgi.syncInterval = -1
96# d3d9.presentInterval = -1
97
98
99# True enables the mailbox present mode in case regular Vsync is disabled.
100# This should avoid tearing, but may be unsupported on some systems
101# or require setting dxgi.numBackBuffers to a higher value in order
102# to work properly.
103#
104# False enables the relaxed fifo present mode in case regular Vsync is enabled.
105# This should result in tearing but reduce stutter if FPS are too low,
106# but may be unsupported on some systems.
107#
108# Please do not report issues with this option.
109#
110# Supported values: Auto, True, False
111
112# dxgi.tearFree = Auto
113# d3d9.tearFree = Auto
114
115
116# Performs range check on dynamically indexed constant buffers in shaders.
117# This may be needed to work around a certain type of game bug, but may
118# also introduce incorrect behaviour.
119#
120# Supported values: True, False
121
122# d3d11.constantBufferRangeCheck = False
123
124
125# Assume single-use mode for command lists created on deferred contexts.
126# This may need to be disabled for some applications to avoid rendering
127# issues, which may come at a significant performance cost.
128#
129# Supported values: True, False
130
131# d3d11.dcSingleUseMode = True
132
133
134# Override the maximum feature level that a D3D11 device can be created
135# with. Setting this to a higher value may allow some applications to run
136# that would otherwise fail to create a D3D11 device.
137#
138# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
139
140# d3d11.maxFeatureLevel = 11_1
141
142
143# Overrides the maximum allowed tessellation factor. This can be used to
144# improve performance in titles which overuse tessellation.
145#
146# Supported values: Any number between 8 and 64
147
148# d3d11.maxTessFactor = 0
149
150
151# Enables relaxed pipeline barriers around UAV writes.
152#
153# This may improve performance in some games, but may also introduce
154# rendering issues. Please don't report bugs with the option enabled.
155#
156# Supported values: True, False
157
158# d3d11.relaxedBarriers = False
159
160
161# Ignores barriers around UAV writes from fragment shaders.
162#
163# This may improve performance in some games, but may also introduce
164# rendering issues. Please don't report bugs with the option enabled.
165#
166# Supported values: True, False
167
168# d3d11.ignoreGraphicsBarriers = False
169
170
171# Overrides anisotropic filtering for all samplers. Set this to a positive
172# value to enable AF for all samplers in the game, or to 0 in order to
173# disable AF entirely. Negative values will have no effect.
174#
175# Supported values: Any number between 0 and 16
176
177# d3d11.samplerAnisotropy = -1
178# d3d9.samplerAnisotropy = -1
179
180
181# Declares vertex positions as invariant in order to solve
182# potential Z-fighting issues at a small performance cost.
183#
184# Supported values: True, False
185
186# d3d11.invariantPosition = True
187# d3d9.invariantPosition = False
188
189
190# Forces the sample count of all textures to 1, and performs
191# the needed fixups in resolve operations and shaders.
192#
193# Supported values: True, False
194
195# d3d11.disableMsaa = False
196
197
198# Clears workgroup memory in compute shaders to zero. Some games don't do
199# this and rely on undefined behaviour. Enabling may reduce performance.
200#
201# Supported values: True, False
202
203# d3d11.zeroWorkgroupMemory = False
204
205
206# Sets number of pipeline compiler threads.
207#
208# Supported values:
209# - 0 to automatically determine the number of threads to use
210# - any positive number to enforce the thread count
211
212# dxvk.numCompilerThreads = 0
213
214
215# Toggles raw SSBO usage.
216#
217# Uses storage buffers to implement raw and structured buffer
218# views. Enabled by default on hardware which has a storage
219# buffer offset alignment requirement of 4 Bytes (e.g. AMD).
220# Enabling this may improve performance, but is not safe on
221# hardware with higher alignment requirements.
222#
223# Supported values:
224# - Auto: Don't change the default
225# - True, False: Always enable / disable
226
227# dxvk.useRawSsbo = Auto
228
229
230# Controls workaround for NVIDIA HVV Heap bug.
231#
232# Limits the budget of NVIDIA's HVV (host-visible,
233# device-local) heap to be half of the reported size. This is
234# needed to avoid NVIDIA driver bug 3114283, and defaults to
235# being enabled on all affected drivers.
236#
237# Supported values:
238# - Auto: Don't change the default
239# - True, False: Always enable / disable
240
241# dxvk.halveNvidiaHVVHeap = Auto
242
243
244# Sets enabled HUD elements
245#
246# Behaves like the DXVK_HUD environment variable if the
247# environment variable is not set, otherwise it will be
248# ignored. The syntax is identical.
249
250# dxvk.hud =
251
252
253# Reported shader model
254#
255# The shader model to state that we support in the device
256# capabilities that the applicatation queries.
257#
258# Supported values:
259# - 1: Shader Model 1
260# - 2: Shader Model 2
261# - 3: Shader Model 3
262
263# d3d9.shaderModel = 3
264
265
266# Evict Managed on Unlock
267#
268# Decides whether we should evict managed resources from
269# system memory when they are unlocked entirely.
270#
271# Supported values:
272# - True, False: Always enable / disable
273
274# d3d9.evictManagedOnUnlock = False
275
276
277# DPI Awareness
278#
279# Decides whether we should call SetProcessDPIAware on device
280# creation. Helps avoid upscaling blur in modern Windows on
281# Hi-DPI screens/devices.
282#
283# Supported values:
284# - True, False: Always enable / disable
285
286# d3d9.dpiAware = True
287
288
289# Strict Constant Copies
290#
291# Decides whether we should always copy defined constants to
292# the UBO when relative addressing is used, or only when the
293# relative addressing starts a defined constant.
294#
295# Supported values:
296# - True, False: Always enable / disable
297
298# d3d9.strictConstantCopies = False
299
300
301# Strict Pow
302#
303# Decides whether we have an opSelect for handling pow(0,0) = 0
304# otherwise it becomes undefined.
305#
306# Supported values:
307# - True, False: Always enable / disable
308
309# d3d9.strictPow = True
310
311
312# Lenient Clear
313#
314# Decides whether or not we fastpath clear anyway if we are close enough to
315# clearing a full render target.
316#
317# Supported values:
318# - True, False: Always enable / disable
319
320# d3d9.lenientClear = False
321
322
323# Max available memory
324#
325# Changes the max initial value used in tracking and GetAvailableTextureMem
326# Value in Megabytes
327#
328# Supported values:
329# - Max Available Memory: Any int32_t
330# - Memory Tracking Testing: True, False
331
332# d3d9.maxAvailableMemory = 4096
333# d3d9.memoryTrackTest = False
334
335
336# Force enable/disable floating point quirk emulation
337#
338# Force toggle anything * 0 emulation
339# Tristate
340# Supported values:
341# - True/False
342
343# d3d9.floatEmulation =
344
345
346# Enable dialog box mode
347#
348# Changes the default state of dialog box mode.
349# *Disables* exclusive fullscreen when enabled.
350#
351# Supported values:
352# - True, False: Always enable / disable
353
354# d3d9.enableDialogMode = False
355
356# Overrides the application's MSAA level on the swapchain
357#
358# Supported values: -1 (application) and 0 to 16 (user override)
359
360# d3d9.forceSwapchainMSAA = -1
361
362
363# Long Mad
364#
365# Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
366# This solves some rendering bugs in games that have z-pass shaders which
367# don't match entirely to the regular vertex shader in this way.
368#
369# Supported values:
370# - True/False
371
372# d3d9.longMad = False
373
374# Alpha Test Wiggle Room
375#
376# Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
377# misc. imprecision on some vendors
378#
379# Supported values:
380# - True/False
381
382# d3d9.alphaTestWiggleRoom = False
383
384# Device Local Constant Buffers
385#
386# Enables using device local, host accessible memory for constant buffers in D3D9.
387# This tends to actually be slower for some reason on AMD,
388# and the exact same performance on NVIDIA.
389#
390# Supported values:
391# - True/False
392
393# d3d9.deviceLocalConstantBuffers = False
394
395# Allow Read Only
396#
397# Enables using the D3DLOCK_READONLY flag. Some apps use this
398# incorrectly, and write when they should be reading.
399#
400# Supported values:
401# - True/False
402
403# d3d9.allowLockFlagReadonly = True
404
405# No Explicit Front Buffer
406#
407# Disables the front buffer
408#
409# Supported values:
410# - True/False
411
412# d3d9.noExplicitFrontBuffer = False
413
414# Support DF formats
415#
416# Support the vendor extension DF floating point depth formats
417#
418# Supported values:
419# - True/False
420
421# d3d9.supportDFFormats = True
422
423# Support X4R4G4B4
424#
425# Support the X4R4G4B4 format.
426# The Sims 2 is a horrible game made by complete morons.
427#
428# Supported values:
429# - True/False
430
431# d3d9.supportX4R4G4B4 = True
432
433# Support D32
434#
435# Support the D32 format.
436#
437# Supported values:
438# - True/False
439
440# d3d9.supportD32 = True
441
442# SWVP Constant Counts
443#
444# The number of constants available when using Software Vertex Processing.
445#
446# Supported values:
447# - Integers
448
449# d3d9.swvpFloatCount = 8192
450# d3d9.swvpIntCount = 2048
451# d3d9.swvpBoolCount = 2048
452
453# Disable A8 as a Render Target
454#
455# Disable support for A8 format render targets
456# Once again, The Sims 2 is a horrible game made by complete morons.
457#
458# Supported values:
459# - True/False
460
461# d3d9.disableA8RT = False
462
463# Support for VCache Query
464#
465# Support for the vcache query
466# Not very important as a user config.
467# Used internally.
468#
469# Supported values:
470# - True/False
471
472# Defaults to True if vendorId == 0x10de
473# d3d9.supportVCache = True
474
475# Force Sampler Type Spec Constants
476#
477# Useful if games use the wrong image and sampler
478# type combo like Halo: CE or Spellforce.
479# Can fix rendering in older, broken games in some instances.
480#
481# Supported values:
482# - True/False
483
484# d3d9.forceSamplerTypeSpecConstants = False
485
486# Force Aspect Ratio
487#
488# Only exposes modes with a given aspect ratio.
489# Useful for titles that break if they see ultra-wide.
490#
491# Supported values:
492# - Any ratio, ie. "16:9", "4:3"
493
494# d3d9.forceAspectRatio = ""
495
496# Allow Do Not Wait
497#
498# Allow the do not wait lock flag to be used
499# Useful if some apps use this incorrectly.
500#
501# Supported values:
502# - True/False
503
504# d3d9.allowDoNotWait = True
505
506# Allow Discard
507#
508# Allow the discard lock flag to be used
509# Useful if some apps use this incorrectly.
510#
511# Supported values:
512# - True/False
513
514# d3d9.allowDiscard = True
515
516# Enumerate by Displays
517#
518# Whether we should enumerate D3D9 adapters by display (windows behaviour)
519# or by physical adapter.
520# May be useful in PRIME setups.
521#
522# Supported values:
523# - True/False
524
525# d3d9.enumerateByDisplays = True
526
527# APITrace Mode
528#
529# Makes all host visible buffers cached and coherent
530# Improves performance when apitracing, but also can impact
531# some dumb games.
532#
533# Supported values:
534# - True/False
535
536# d3d9.apitraceMode = False
537# d3d11.apitraceMode = False
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