REFERENCE · 105 OPTIONS · DXVK 3.1.1
Every dxvk.conf option, explained and searchable
How we checked this
How to read this table
Each row is one option from DXVK 3.1.1’s own sample file. Open a row for its default, valid values, the release it first appeared in, and a line to copy. Where to put the file is on the dxvk.conf guide.
- verified: we changed the option in the lab and saw the effect, with the finding ID shown (for example F21).
- observed: it shows up in our lab runs or captures, but we did not measure its effect from the config line.
- not verified: the description comes from DXVK’s own file and source. Most rows are this, because our lab has no real GPU or games.
- Risk is our label: safe (easy to try and undo), advanced (leave at the default unless a problem points to it), debug-only (for bug reports).
The options
105 options
Frame rate and latency 12
dxgi.maxFrameLatencydxginot verified Cap the number of frames the CPU may queue ahead for D3D10/11, overriding the game's own setting; 0 leaves it alone.
- Default
0- Valid values
- 0-16
- Added in
- DXVK 1.1.1
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: God of War (2018, PC), Sonic Frontiers.
- Line to copy
dxgi.maxFrameLatency = 0
d3d9.maxFrameLatencyd3d9not verified Same frame-queue cap for D3D8/9 games.
- Default
0- Valid values
- 0-16
- Added in
- DXVK 1.5
- Risk
- safe: Safe to try; easy to undo.
- Line to copy
d3d9.maxFrameLatency = 0
dxgi.maxFrameRatedxginot verified Built-in frame limiter for D3D10/11 games; meant for games with frame-rate-dependent physics. 0 = only limit to refresh rate when the emulated mode differs, n = cap at n FPS, -n = cap only when the game briefly runs far above n, -1 = never limit.
- Default
0- Valid values
- integer (0, n, -n, -1)
- Added in
- DXVK 1.9
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Crysis / Crysis Warhead.
- Line to copy
dxgi.maxFrameRate = 0
d3d9.maxFrameRated3d9verified Same built-in frame limiter for D3D8/9 games.
- Default
0- Valid values
- integer (0, n, -n, -1)
- Added in
- DXVK 1.9
- Risk
- safe: Safe to try; easy to undo.
- Evidence
- F22 (our lab tests)
- Built-in profiles
- DXVK already sets this for: Crysis / Crysis Warhead, Dead Space (2008), Dead Space 2, Tomb Raider: Legend / Anniversary / Underworld, Limbo, The Witcher (2007), Prince of Persia (2008), F.E.A.R. and expansions, Rayman 3: Hoodlum Havoc, Tom Clancy's Splinter Cell (2002), Manhunt.
- Line to copy
d3d9.maxFrameRate = 0
dxvk.maxFrameRatedxvkverified API-agnostic form of the frame limiter; the release notes for 3.0 point users here after DXVK_FRAME_RATE was removed.
- Default
0- Valid values
- integer (0, n, -n, -1)
- Added in
- DXVK 3.0
- Risk
- safe: Safe to try; easy to undo.
- Evidence
- F21 (our lab tests)
- Line to copy
dxvk.maxFrameRate = 0
dxvk.latencySleepdxvknot verified Controls Reflex/latency-sleep: Auto only honours Reflex in D3D11 games with VK_NV_low_latency2 plus dxvk-nvapi; True forces DXVK's own latency reduction; False turns both off. (Removed on master after 3.1.1.)
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.latencySleep = Auto
dxvk.latencyTolerancedxvknot verified Slack in microseconds for DXVK's own latency-sleep heuristic; bigger values trade latency for smoother pacing. (Removed on master after 3.1.1.)
- Default
1000- Valid values
- non-negative integer (microseconds)
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.latencyTolerance = 1000
dxvk.disableNvLowLatency2dxvknot verified Stops DXVK from using VK_NV_low_latency2, which also hides Reflex from games; off for 32-bit apps by default. (Replaced by dxvk.enableNvLowLatency2 on master after 3.1.1.)
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.disableNvLowLatency2 = Auto
d3d11.relaxedBarriersd3d11not verified Skip some UAV hazard barriers (compute write-after-write and all graphics UAV hazards); may speed things up but can cause glitches.
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.1.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Resident Evil 2 / 3 (remakes), Devil May Cry 5, God of War (2018, PC).
- Line to copy
d3d11.relaxedBarriers = False
d3d11.relaxedGraphicsBarriersd3d11not verified Like relaxedBarriers but only for graphics-stage UAVs, leaving compute alone.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Final Fantasy XV, Stray, Granblue Fantasy: Relink.
- Line to copy
d3d11.relaxedGraphicsBarriers = False
d3d11.forceComputeLdsBarriersd3d11not verified Insert barriers after group-shared memory writes in compute shaders, for games that forget to synchronise them.
- Default
False- Valid values
- True, False
- Added in
- DXVK 3.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Far Cry 5 / Far Cry New Dawn, F1 2018 and later (Codemasters F1 series).
- Line to copy
d3d11.forceComputeLdsBarriers = False
d3d11.forceComputeUavBarriersd3d11not verified Insert full barriers after read-write UAV accesses in compute shaders, for games relying on unsynchronised coherent UAVs.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Watch Dogs 2.
- Line to copy
d3d11.forceComputeUavBarriers = False
Memory and VRAM 10
dxgi.maxDeviceMemorydxgiverified Cap the dedicated VRAM amount reported to games (MB); a reporting hint, not an enforced limit.
- Default
0- Valid values
- integer MB (0 = no override)
- Added in
- DXVK 1.1.1
- Risk
- safe: Safe to try; easy to undo.
- Evidence
- F26 (our lab tests)
- Built-in profiles
- DXVK already sets this for: Metal Gear Solid V: Ground Zeroes, Grand Theft Auto IV / Episodes from Liberty City.
- Line to copy
dxgi.maxDeviceMemory = 0
dxvk.zeroMappedMemorydxvknot verified Zero suballocated mapped memory when freed; last-resort fix for games that read uninitialised buffers, high CPU cost.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.5
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Nioh 2, Warhammer 40,000: Dawn of War.
- Line to copy
dxvk.zeroMappedMemory = False
d3d11.cachedDynamicResourcesd3d11not verified Place dynamic D3D11 resources of the chosen bind types in cached system RAM so CPU readback is fast; flag letters v/i/c/r/a.
- Default
""- Valid values
- combination of v, i, c, r, a
- Added in
- DXVK 1.10
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: The Evil Within, Frostpunk, Anno 1800, NieR Replicant ver.1.22474487139, Hitman 2, Crysis 3, Monster Hunter: World, Kingdom Come: Deliverance, Final Fantasy XIV (DX11), Age of Empires II: Definitive Edition, Assassin's Creed III / IV: Black Flag, DayZ, Grand Theft Auto V, The Elder Scrolls V: Skyrim Special Edition.
- Line to copy
d3d11.cachedDynamicResources = ""
dxvk.enableMemoryDefragdxvknot verified Allow VRAM defragmentation when memory is wasted or the budget is exceeded; Auto skips blocklisted drivers. Debug option.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.5
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.enableMemoryDefrag = Auto
d3d9.maxAvailableMemoryd3d9verified Starting value (MB) for D3D9's memory tracking and GetAvailableTextureMem reports.
- Default
4096- Valid values
- any int32 (MB)
- Added in
- DXVK 1.5
- Risk
- safe: Safe to try; easy to undo.
- Evidence
- F25 (our lab tests)
- Built-in profiles
- DXVK already sets this for: The Sims 2 (and spin-offs), Vampire: The Masquerade - Bloodlines, Star Wars: Empire at War.
- Line to copy
d3d9.maxAvailableMemory = 4096
d3d9.memoryTrackTestd3d9not verified Enable D3D9 memory-tracking test mode (pairs with maxAvailableMemory).
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.8.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: The Sims 2 (and spin-offs), Vampire: The Masquerade - Bloodlines, Star Wars: Empire at War.
- Line to copy
d3d9.memoryTrackTest = False
d3d9.cachedWriteOnlyBuffersd3d9not verified Keep write-only D3DPOOL_DEFAULT buffers in cached system RAM so buggy games that read them back stay fast.
- Default
False- Valid values
- True, False
- Added in
- DXVK 3.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: The Sims 2 (and spin-offs), Tomb Raider: Legend / Anniversary / Underworld, EverQuest, Far Cry 2, Need for Speed: Hot Pursuit 2.
- Line to copy
d3d9.cachedWriteOnlyBuffers = False
d3d9.textureMemoryd3d9not verified Virtual address budget (MB) for mapped/locked D3D9 textures; does not change quality or real memory use. 0 = no limit.
- Default
100- Valid values
- integer MB
- Added in
- DXVK 2.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Final Fantasy XIV (DX9 mode).
- Line to copy
d3d9.textureMemory = 100
dxvk.maxMemoryBudgetdxvknot verified Debug-only cap (MB) on how much VRAM DXVK itself will use; expect heavy slowdowns.
- Default
0- Valid values
- integer MB (0 = off)
- Added in
- DXVK 2.7
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.maxMemoryBudget = 0
GPU identity and selection 18
dxvk.deviceFilterdxvknot verified Only expose GPUs whose Vulkan device name contains this substring (config-file counterpart of DXVK_FILTER_DEVICE_NAME).
- Default
""- Valid values
- any string
- Added in
- DXVK 2.4
- Risk
- safe: Safe to try; easy to undo.
- Line to copy
dxvk.deviceFilter = ""
dxgi.customDeviceIddxginot verified Override the PCI device ID that DXGI reports to the game.
- Default
0000- Valid values
- 4-digit hex
- Added in
- DXVK 1.1.1
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Splinter Cell: Conviction.
- Line to copy
dxgi.customDeviceId = 0000
dxgi.customVendorIddxgiverified Override the PCI vendor ID that DXGI reports (e.g. 10de = Nvidia, 1002 = AMD).
- Default
0000- Valid values
- 4-digit hex
- Added in
- DXVK 1.1.1
- Risk
- safe: Safe to try; easy to undo.
- Evidence
- F27 (our lab tests)
- Built-in profiles
- DXVK already sets this for: Assassin's Creed Syndicate, Elite Dangerous, Mirror's Edge Catalyst, Star Wars Battlefront (2015), Hitman 2, Call of Duty: Modern Warfare Remastered, Call of Duty: Infinite Warfare, Star Wars Battlefront II (2017), Splinter Cell: Conviction.
- Line to copy
dxgi.customVendorId = 0000
d3d9.customDeviceIdd3d9not verified Override the PCI device ID reported through D3D9.
- Default
0000- Valid values
- 4-digit hex
- Added in
- DXVK 1.5
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: The Sims 2 (and spin-offs), Halo: Combat Evolved (PC / CE), Mafia II, The Sims 3.
- Line to copy
d3d9.customDeviceId = 0000
d3d9.customVendorIdd3d9verified Override the PCI vendor ID reported through D3D9.
- Default
0000- Valid values
- 4-digit hex
- Added in
- DXVK 1.5
- Risk
- safe: Safe to try; easy to undo.
- Evidence
- F27 (our lab tests)
- Built-in profiles
- DXVK already sets this for: The Sims 2 (and spin-offs), Halo: Combat Evolved (PC / CE), Mafia II, The Sims 3.
- Line to copy
d3d9.customVendorId = 0000
dxgi.customDeviceDescdxginot verified Override the GPU name string that DXGI reports.
- Default
""- Valid values
- any string
- Added in
- DXVK 1.9
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Splinter Cell: Conviction.
- Line to copy
dxgi.customDeviceDesc = ""
d3d9.customDeviceDescd3d9not verified Override the GPU name string that D3D9 reports.
- Default
""- Valid values
- any string
- Added in
- DXVK 1.9
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: The Sims 2 (and spin-offs), The Sims 3.
- Line to copy
d3d9.customDeviceDesc = ""
dxgi.hideNvidiaGpudxginot verified Report Nvidia GPUs as AMD through DXGI; done by default unless NVAPI is enabled, to avoid Nvidia-only code paths (successor of the old dxgi.nvapiHack).
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.3
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Diablo IV, Ratchet & Clank: Rift Apart, Far Cry 3 / Blood Dragon, Far Cry 4 / Far Cry Primal, Call of Duty: WWII, Need for Speed (2015), Mass Effect: Andromeda, Crysis 3, God of War (2018, PC), Tom Clancy's Ghost Recon Breakpoint, Granblue Fantasy: Relink.
- Line to copy
dxgi.hideNvidiaGpu = Auto
d3d9.hideNvidiaGpud3d9not verified Report Nvidia GPUs as AMD through D3D9; normally only for games known to misbehave on Nvidia.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.6.2
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Counter-Strike: Global Offensive, The Elder Scrolls V: Skyrim (2011), Grand Theft Auto IV / Episodes from Liberty City, Fallout: New Vegas.
- Line to copy
d3d9.hideNvidiaGpu = Auto
dxgi.hideNvkGpudxginot verified Report Nvidia GPUs running the open-source NVK driver as AMD through DXGI.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.3.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxgi.hideNvkGpu = Auto
d3d9.hideNvkGpud3d9not verified Same NVK spoofing for D3D9.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.6.2
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.hideNvkGpu = Auto
dxgi.hideAmdGpudxginot verified Report AMD GPUs as Nvidia through DXGI, for games that break on AMD-specific paths such as AGS.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.3
- Risk
- safe: Safe to try; easy to undo.
- Line to copy
dxgi.hideAmdGpu = Auto
d3d9.hideAmdGpud3d9not verified Same AMD spoofing for D3D9.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.6.2
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Far Cry (2004), Tom Clancy's Splinter Cell (2002).
- Line to copy
d3d9.hideAmdGpu = Auto
dxgi.hideIntelGpudxginot verified Report Intel GPUs as AMD through DXGI, for games with problematic Intel-specific code (e.g. XeSS).
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.3
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Batman: Arkham Knight, Far Cry 3 / Blood Dragon, Far Cry 4 / Far Cry Primal.
- Line to copy
dxgi.hideIntelGpu = Auto
d3d9.hideIntelGpud3d9not verified Report Intel GPUs as AMD through D3D8/9; on by default to dodge old Intel-iGPU restrictions in legacy games.
- Default
True- Valid values
- Auto, True, False
- Added in
- DXVK 2.6.2
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.hideIntelGpu = True
dxvk.enableNvCudaInteropdxvknot verified Allow DXVK to enable the VK_NVX CUDA-interop extensions DLSS needs; disabling can help diagnose out-of-memory errors but removes DLSS (added in 3.1).
- Default
True- Valid values
- True, False
- Added in
- DXVK 3.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.enableNvCudaInterop = True
d3d9.enumerateByDisplaysd3d9not verified Enumerate D3D9 adapters per display like Windows does, instead of per physical GPU (may matter on PRIME laptops).
- Default
True- Valid values
- True, False
- Added in
- DXVK 1.8.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.enumerateByDisplays = True
dxvk.hideIntegratedGraphicsdxvknot verified Hide integrated GPUs when a dedicated GPU is present; DXVK_FILTER_DEVICE_NAME is preferred.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.3.1
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Diablo IV, World of Warcraft (Retail/Classic), Warcraft III: Reforged.
- Line to copy
dxvk.hideIntegratedGraphics = False
Display, full-screen and HDR 13
dxgi.enableHDRdxginot verified Advertise the HDR10 colour space to games as if Windows HDR mode were on; default follows the DXVK_HDR environment variable.
- Default
True- Valid values
- True, False
- Added in
- DXVK 2.1
- Risk
- safe: Safe to try; easy to undo.
- Line to copy
dxgi.enableHDR = True
dxgi.enableDummyCompositionSwapchaindxginot verified Pretend to support DirectComposition swap chains using a dummy window, for games that probe for them (e.g. HDR checks).
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Assassin's Creed Shadows, Anno 117: Pax Romana.
- Line to copy
dxgi.enableDummyCompositionSwapchain = False
dxvk.allowFsedxvknot verified Windows only: let the Vulkan driver use exclusive full-screen; can enable VRR/HDR but may break alt-tab and GDI-overlay games.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.5.3
- Risk
- safe: Safe to try; easy to undo.
- Line to copy
dxvk.allowFse = False
dxgi.enableUe4Workaroundsdxginot verified Apply Unreal Engine 4 HDR crash workarounds to games whose executable name does not follow the usual UE4 shipping pattern.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.5.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: GTA: The Trilogy - Definitive Edition.
- Line to copy
dxgi.enableUe4Workarounds = False
dxgi.deferSurfaceCreationdxginot verified Create the Vulkan surface on first Present instead of at swap chain creation (D3D10/11); helps games that first draw with another API.
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.1.1
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Frostpunk, Nioh 2.
- Line to copy
dxgi.deferSurfaceCreation = False
d3d9.deferSurfaceCreationd3d9not verified Same deferred-surface behaviour for D3D9 swap chains.
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.5
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Nioh, Vampire: The Masquerade - Bloodlines.
- Line to copy
d3d9.deferSurfaceCreation = False
dxgi.syncIntervaldxginot verified Force the D3D10/11/12 Vsync interval: 0 = off, n = on with each image shown n times, negative = respect the game.
- Default
-1- Valid values
- integer (-1 = no override)
- Added in
- DXVK 1.1.1
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Persona 3 Reload, Crash Bandicoot N. Sane Trilogy, Fallout 76.
- Line to copy
dxgi.syncInterval = -1
d3d9.presentIntervald3d9not verified Force the D3D8/9 Vsync interval, same semantics as dxgi.syncInterval.
- Default
-1- Valid values
- integer (-1 = no override)
- Added in
- DXVK 1.5
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Dead Space (2008), Dead Space 2.
- Line to copy
d3d9.presentInterval = -1
dxvk.tearFreedxvknot verified True picks mailbox mode when the game disables Vsync (no tearing); False picks relaxed FIFO when Vsync is on (less stutter, may tear). Unsupported setups ignore it.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.3
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.tearFree = Auto
d3d9.forceAspectRatiod3d9not verified Only list display modes with the given aspect ratio (for games confused by ultrawide).
- Default
""- Valid values
- ratio string, e.g. "16:9"
- Added in
- DXVK 1.8.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.forceAspectRatio = ""
dxgi.forceRefreshRatedxginot verified Only list display modes with this refresh rate for DXGI games; 0 = off. Unsupported, use with care.
- Default
0- Valid values
- integer Hz (0 = off)
- Added in
- DXVK 2.7
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxgi.forceRefreshRate = 0
d3d9.forceRefreshRated3d9not verified Only list display modes with this refresh rate for D3D9 games; 0 = off.
- Default
0- Valid values
- integer Hz (0 = off)
- Added in
- DXVK 2.7
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.forceRefreshRate = 0
d3d9.modeCountCompatibilityd3d9not verified Advertise only the desktop mode plus a short fallback list, for old games that overflow on long mode lists (added in 2.7.1).
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.7.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.modeCountCompatibility = False
Image quality and filtering 11
d3d11.samplerAnisotropyd3d11not verified Force an anisotropic filtering level on all D3D10/11 samplers; 0 disables AF, negative leaves the game in control.
- Default
-1- Valid values
- 0-16 (-1 = no override)
- Added in
- DXVK 1.1.1
- Risk
- safe: Safe to try; easy to undo.
- Line to copy
d3d11.samplerAnisotropy = -1
d3d9.samplerAnisotropyd3d9not verified Force anisotropic filtering for D3D8/9 samplers.
- Default
-1- Valid values
- 0-16 (-1 = no override)
- Added in
- DXVK 1.5
- Risk
- safe: Safe to try; easy to undo.
- Built-in profiles
- DXVK already sets this for: Mafia (2002).
- Line to copy
d3d9.samplerAnisotropy = -1
d3d11.samplerLodBiasd3d11not verified Add an offset to every D3D10/11 sampler's mip LOD bias (negative = sharper but shimmery, positive = blurrier).
- Default
0.0- Valid values
- -2.0 to 1.0
- Added in
- DXVK 2.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d11.samplerLodBias = 0.0
d3d9.samplerLodBiasd3d9not verified Add an offset to every D3D8/9 sampler's mip LOD bias.
- Default
0.0- Valid values
- -2.0 to 1.0
- Added in
- DXVK 2.3
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.samplerLodBias = 0.0
d3d11.clampNegativeLodBiasd3d11not verified After applying samplerLodBias, clamp any negative LOD bias to zero (D3D10/11).
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.3
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d11.clampNegativeLodBias = False
d3d9.clampNegativeLodBiasd3d9not verified Clamp negative LOD bias to zero for D3D8/9.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.3
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.clampNegativeLodBias = False
d3d11.forceSampleRateShadingd3d11not verified Shade every MSAA sample individually instead of per pixel (D3D10/11); sharper but very expensive.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d11.forceSampleRateShading = False
d3d9.forceSampleRateShadingd3d9not verified Per-sample shading under MSAA for D3D8/9.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.forceSampleRateShading = False
d3d11.disableMsaad3d11not verified Force all textures to single-sample and patch resolves/shaders accordingly (disables MSAA).
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.9.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d11.disableMsaa = False
dxvk.enableImplicitResolvesdxvknot verified Automatically resolve multisampled images that games wrongly sample as single-sampled (avoids striping on Nvidia); can be disabled for games that check this themselves.
- Default
True- Valid values
- True, False
- Added in
- DXVK 3.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Total War: Pharaoh.
- Line to copy
dxvk.enableImplicitResolves = True
d3d9.seamlessCubesd3d9not verified Always use seamless cube-map filtering even where non-seamless (D3D9-accurate) is available.
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.10.2
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.seamlessCubes = False
Compatibility fixes 23
d3d11.maxFeatureLeveld3d11verified Highest D3D11 feature level a device may be created with.
- Default
12_1- Valid values
- 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1, 12_0, 12_1
- Added in
- DXVK 1.1.1
- Risk
- safe: Safe to try; easy to undo.
- Evidence
- F24 (our lab tests)
- Built-in profiles
- DXVK already sets this for: EVE Online (launcher).
- Line to copy
d3d11.maxFeatureLevel = 12_1
d3d11.disableDirectImageMappingd3d11not verified Disable direct mapping of dynamic images, for games that ignore the reported row pitch and assume tightly packed data.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.7
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Total War: Pharaoh.
- Line to copy
d3d11.disableDirectImageMapping = False
d3d11.exposeDriverCommandListsd3d11not verified Whether to report native driver command-list support (affects whether some games use deferred contexts).
- Default
True- Valid values
- True, False
- Added in
- DXVK 2.3.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Granblue Fantasy: Relink.
- Line to copy
d3d11.exposeDriverCommandLists = True
d3d9.shaderModeld3d9not verified Shader model advertised to D3D9 games (0 = fixed function only); D3D8 is limited to 1.
- Default
3- Valid values
- 0, 1, 2, 3
- Added in
- DXVK 1.5
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Escape from Tarkov (launcher).
- Line to copy
d3d9.shaderModel = 3
d3d9.dpiAwared3d9not verified Mark the process DPI-aware at device creation to avoid blurry scaling on high-DPI screens.
- Default
True- Valid values
- True, False
- Added in
- DXVK 1.5
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.dpiAware = True
d3d9.floatEmulationd3d9not verified How D3D9 'anything times zero = zero' float behaviour is emulated: True = fast approximation, Strict = exact but slower, False = off, Auto = DXVK decides.
- Default
Auto- Valid values
- Auto, True, False, Strict
- Added in
- DXVK 1.5
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Borderlands 2, Dark Souls II (original), Bayonetta, Rayman Origins, Supreme Commander / Forged Alliance, Fallout: New Vegas, Max Payne 3.
- Line to copy
d3d9.floatEmulation = Auto
dxvk.lowerSinCosdxvknot verified Replace native sin/cos with DXVK's own approximation; Auto only on drivers with poor precision.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 3.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.lowerSinCos = Auto
d3d9.supportCubeDepthFormatsd3d9not verified Report depth formats as usable for cube textures, which some old games require (others break with it).
- Default
False- Valid values
- True, False
- Added in
- DXVK 3.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.supportCubeDepthFormats = False
d3d9.supportDFFormatsd3d9not verified Expose AMD/Intel vendor DF depth formats; ignored on (or when spoofing) Nvidia.
- Default
True- Valid values
- True, False
- Added in
- DXVK 1.8.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Borderlands 2, Gothic 3, Dead Space (2008), Grand Theft Auto IV / Episodes from Liberty City.
- Line to copy
d3d9.supportDFFormats = True
d3d9.useD32forD24d3d9not verified Back 24-bit depth formats with 32-bit float depth; mainly for reproducing AMD behaviour elsewhere.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.useD32forD24 = False
d3d9.supportX4R4G4B4d3d9not verified Report support for the X4R4G4B4 texture format (disabled for The Sims 2).
- Default
True- Valid values
- True, False
- Added in
- DXVK 1.8.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: The Sims 2 (and spin-offs).
- Line to copy
d3d9.supportX4R4G4B4 = True
d3d9.disableA8RTd3d9not verified Refuse A8 render targets (another Sims 2 workaround).
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.8.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: The Sims 2 (and spin-offs).
- Line to copy
d3d9.disableA8RT = False
d3d9.forceSamplerTypeSpecConstantsd3d9not verified Always specialise shaders on sampler type, fixing games that bind mismatched texture/sampler types (e.g. Halo CE).
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.8.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Halo: Combat Evolved (PC / CE).
- Line to copy
d3d9.forceSamplerTypeSpecConstants = False
d3d9.deviceLossOnFocusLossd3d9not verified Report a lost device when a full-screen D3D9 game loses focus, for games that expect that behaviour.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.3.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Grand Theft Auto IV / Episodes from Liberty City, Battlefield 2 / Battlefield 2142, Assassin's Creed II, Tom Clancy's Splinter Cell (2002).
- Line to copy
d3d9.deviceLossOnFocusLoss = False
d3d9.countLosableResourcesd3d9not verified Make Reset fail while 'losable' resources still exist, as on Windows; disabling helps games that leak them and hang.
- Default
True- Valid values
- True, False
- Added in
- DXVK 2.3.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Battlefield 2 / Battlefield 2142.
- Line to copy
d3d9.countLosableResources = True
d3d9.extraFrontbufferd3d9not verified Add a hidden extra buffer so GetFrontBufferData works with single-buffered swap chains (Silent Hill 2 Enhanced Edition).
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Silent Hill 2 (2001).
- Line to copy
d3d9.extraFrontbuffer = False
d3d9.ignoreDefaultBufferLockRanged3d9not verified Treat locks on D3DPOOL_DEFAULT buffers as whole-buffer locks, for games passing bogus ranges.
- Default
False- Valid values
- True, False
- Added in
- DXVK 3.0.2
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Halo: Combat Evolved (PC / CE), Splinter Cell: Chaos Theory.
- Line to copy
d3d9.ignoreDefaultBufferLockRange = False
d3d8.scaleDrefd3d8not verified Rescale depth-compare texture coordinates for early D3D8 games that use integer depth ranges; value is the depth bit count.
- Default
0- Valid values
- integer bit depth (0 = off, typically 24)
- Added in
- DXVK 3.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Tom Clancy's Splinter Cell (2002).
- Line to copy
d3d8.scaleDref = 0
d3d8.shadowPerspectiveDivided3d8not verified Emulate GeForce 3/4-era automatic projective shadow-map lookups when a depth texture is in stage 0.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Tom Clancy's Splinter Cell (2002).
- Line to copy
d3d8.shadowPerspectiveDivide = False
d3d8.forceVsDecld3d8not verified Patch a game's vertex shader declaration to add inputs it uses without declaring.
- Default
""- Valid values
- comma list of register:type pairs, e.g. "0:2,3:2,7:1"
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d8.forceVsDecl = ""
d3d8.batchingd3d8not verified Enable a draw-call batcher for D3D8 games that issue huge numbers of tiny draws; can hurt other games.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Need for Speed III: Hot Pursuit.
- Line to copy
d3d8.batching = False
d3d8.placeP8InScratchd3d8not verified Put palettised P8 textures into scratch pool so their creation always succeeds.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d8.placeP8InScratch = False
d3d8.forceLegacyBuffersd3d8not verified Mimic old driver buffer-lock semantics (DISCARD mostly ignored, direct mapping of write-only buffers) for legacy games.
- Default
False- Valid values
- True, False
- Added in
- DXVK 3.1.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: Rayman 3: Hoodlum Havoc.
- Line to copy
d3d8.forceLegacyBuffers = False
Performance and compilation 12
dxvk.tilerModedxvknot verified Toggle optimisations aimed at tile-based (mobile) GPUs; intended for testing only.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.6
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.tilerMode = Auto
d3d11.maxTessFactord3d11not verified Clamp the tessellation factor to reduce cost in games that overuse tessellation; 0 = no clamp.
- Default
0- Valid values
- 8-64 (0 = off)
- Added in
- DXVK 1.1.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d11.maxTessFactor = 0
dxvk.numCompilerThreadsdxvknot verified Number of background shader/pipeline compiler threads; 0 = use all cores.
- Default
0- Valid values
- 0 or positive integer
- Added in
- DXVK 1.1.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.numCompilerThreads = 0
dxvk.useRawSsbodxvknot verified Implement raw/structured buffer views with storage buffers; default on hardware with 4-byte alignment (AMD).
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 1.1.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: EA Sports FIFA 19-22.
- Line to copy
dxvk.useRawSsbo = Auto
dxvk.enableGraphicsPipelineLibrarydxvknot verified Control use of VK_EXT_graphics_pipeline_library: Auto = use it and build optimised pipelines in background, True = use it without the background step, False = never.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.enableGraphicsPipelineLibrary = Auto
dxvk.enableDescriptorHeapdxvknot verified Control VK_EXT_descriptor_heap usage (the default binding model since 3.0 where the driver is known-good).
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 3.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.enableDescriptorHeap = Auto
dxvk.enableDescriptorBufferdxvknot verified Control VK_EXT_descriptor_buffer usage (default binding model in 2.7 on newer GPUs; descriptor heap wins when both are available). Deprecated per 3.0 notes.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.7
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.enableDescriptorBuffer = Auto
dxvk.enableNvRawAccessChainsdxvknot verified Use VK_NV_raw_access_chains on Nvidia; disable only for debugging (lower performance).
- Default
True- Valid values
- True, False
- Added in
- DXVK 3.0.2
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.enableNvRawAccessChains = True
dxvk.trackPipelineLifetimedxvknot verified Free pipeline libraries aggressively to save memory/address space; Auto = only for 32-bit apps.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 2.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
dxvk.trackPipelineLifetime = Auto
d3d9.lenientCleard3d9not verified Use the fast full-target clear path when a clear covers nearly the whole render target.
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.5
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Built-in profiles
- DXVK already sets this for: A Hat in Time, Borderlands (2009), Borderlands 2.
- Line to copy
d3d9.lenientClear = False
d3d9.deviceLocalConstantBuffersd3d9not verified Stream D3D9 shader constants and render state into VRAM; Auto = discrete GPUs only.
- Default
Auto- Valid values
- Auto, True, False
- Added in
- DXVK 1.8.1
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.deviceLocalConstantBuffers = Auto
d3d9.useFP16d3d9not verified Run partial-precision D3D9 shader instructions in FP16; may help weak GPUs but can cause artefacts.
- Default
False- Valid values
- Auto, True, False
- Added in
- DXVK 3.0
- Risk
- advanced: Changes how DXVK behaves; leave at default unless a guide or a problem points to it.
- Line to copy
d3d9.useFP16 = False
Debugging 6
d3d11.enableContextLockd3d11not verified Always enable the ID3D10Multithread context lock; useful for chasing race conditions.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.0
- Risk
- debug-only: For developers or bug reports; not for normal play.
- Line to copy
d3d11.enableContextLock = False
d3d11.reproducibleCommandStreamd3d11not verified Make the generated Vulkan command stream deterministic between runs for D3D11 (benchmark comparisons); can cost performance.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.4
- Risk
- debug-only: For developers or bug reports; not for normal play.
- Line to copy
d3d11.reproducibleCommandStream = False
d3d9.reproducibleCommandStreamd3d9not verified Deterministic Vulkan command stream for D3D9.
- Default
False- Valid values
- True, False
- Added in
- DXVK 2.4
- Risk
- debug-only: For developers or bug reports; not for normal play.
- Line to copy
d3d9.reproducibleCommandStream = False
dxvk.enableUnifiedImageLayoutsdxvknot verified Allow use of VK_KHR_unified_image_layouts and related opportunistic layout paths; turning it off is only for debugging.
- Default
True- Valid values
- True, False
- Added in
- DXVK 3.0
- Risk
- debug-only: For developers or bug reports; not for normal play.
- Line to copy
dxvk.enableUnifiedImageLayouts = True
dxvk.huddxvkobserved HUD element list used when DXVK_HUD is not set; same syntax as the environment variable.
- Default
(empty)- Valid values
- same as DXVK_HUD
- Added in
- DXVK 1.3.2
- Risk
- safe: Safe to try; easy to undo.
- Line to copy
dxvk.hud = (empty)
dxvk.enableDebugUtilsdxvknot verified Turn on debug-utils annotations (BeginEvent/EndEvent markers); same effect as DXVK_DEBUG=markers.
- Default
False- Valid values
- True, False
- Added in
- DXVK 1.10.1
- Risk
- debug-only: For developers or bug reports; not for normal play.
- Line to copy
dxvk.enableDebugUtils = False
No option matches. Try another word, or clear the filters.
Options people ask about most
dxvk.maxFrameRate
Caps the frame rate; 0 means no cap. It is the way to limit FPS in DXVK 3.x: the old DXVK_FRAME_RATE variable was removed in 3.0 and does nothing in 3.1.1 (F21). With dxvk.maxFrameRate = 60 our test app ran at 60.5 FPS under Wine and about 58 on Windows Server (F21).
d3d9.maxAvailableMemory and dxgi.maxDeviceMemory
These change the memory amount a game is told about, not what the GPU has. With d3d9.maxAvailableMemory = 2048 a Direct3D 9 test app saw 2,038 MB instead of 3,062 MB (F25); dxgi.maxDeviceMemory = 4096 made a Direct3D 11 app see 4,096 MB (F26). DXVK describes the second as a reporting hint, not an enforced limit.
dxvk.hud
The HUD element list, used when the DXVK_HUD variable is not set; the syntax is the same. See the HUD guide. We tested the variable (F18), not the config line.
dxvk.allowFse
Windows only. Lets the Vulkan driver use exclusive full-screen, which can enable variable refresh rate and HDR, but may break alt-tab and games that draw with GDI overlays. It is off by default and exists since 2.5.3. Borderless windowed is the safer choice.
dxgi.enableHDR
Tells games the HDR10 colour space is available as if Windows HDR were on; its default follows the DXVK_HDR variable, per DXVK’s description. HDR add-ons for old games are third-party tools and not part of DXVK.
d3d9.samplerAnisotropy and d3d11.samplerAnisotropy
Force anisotropic filtering for Direct3D 8/9 or 10/11 textures, 0 to 16, with -1 leaving the game in charge. People look for this when the GPU control panel’s forced filtering stops working under DXVK. We have not tested these two.
dxvk.hideIntegratedGraphics
Hides integrated GPUs when a dedicated one is present, for laptops where DXVK picks the wrong one. DXVK’s own note prefers the DXVK_FILTER_DEVICE_NAME variable. A filter that matched no GPU name broke Direct3D 11 completely in our test of that variable (F29), so check the name before relying on it.
What dxvk.conf cannot do
It cannot force a resolution, add FXAA or SMAA (that is what ReShade is for), fix online-game anti-cheat, change a game’s own settings, or raise the frame rate of a game limited by the GPU. Asking for those usually means a different tool, not another option.
Built-in game profiles
DXVK applies its own settings to 100 named games in 3.1.1, counted from the profile list in its source. If your game is here, DXVK has already applied these options; do not add them again unless you know why.
| Diablo IV | \Diablo IV\.exe$ | dxgi.hideNvidiaGpu = False; dxvk.hideIntegratedGraphics = True |
|---|---|---|
| Ratchet & Clank: Rift Apart | \RiftApart\.exe$ | dxgi.hideNvidiaGpu = False |
| Persona 3 Reload | \P3R\.exe$ | dxgi.syncInterval = 1 |
| World of Warcraft (Retail/Classic) | \Wow(Classic)?\.exe$ | dxvk.hideIntegratedGraphics = True |
| Assassin's Creed Shadows | \ACShadows\.exe$ | dxgi.enableDummyCompositionSwapchain = True |
| Anno 117: Pax Romana | \Anno117\.exe$ | dxgi.enableDummyCompositionSwapchain = True |
| Batman: Arkham Knight | \BatmanAK\.exe$ | dxgi.hideIntelGpu = True |
| Assassin's Creed Syndicate | \ACS\.exe$ | dxgi.customVendorId = 10de |
| Elite Dangerous | \EliteDangerous64\.exe$ | dxgi.customVendorId = 10de |
| EVE Online (launcher) | \evelauncher\.exe$ | d3d11.maxFeatureLevel = 12_1 |
| The Evil Within | \EvilWithin(Demo)?\.exe$ | d3d11.cachedDynamicResources = vi |
| Far Cry 3 / Blood Dragon | \(farcry3|fc3_blooddragon)_d3d11\.exe$ | dxgi.hideNvidiaGpu = False; dxgi.hideIntelGpu = True |
| Far Cry 4 / Far Cry Primal | \(FarCry4|FCPrimal)\.exe$ | dxgi.hideNvidiaGpu = False; dxgi.hideIntelGpu = True |
| Far Cry 5 / Far Cry New Dawn | \FarCry(5|NewDawn)\.exe$ | d3d11.forceComputeLdsBarriers = True |
| Frostpunk | \Frostpunk\.exe$ | dxgi.deferSurfaceCreation = True; d3d11.cachedDynamicResources = c |
| Nioh | \nioh\.exe$ | d3d9.deferSurfaceCreation = True |
| Anno 1800 | \Anno1800\.exe$ | d3d11.cachedDynamicResources = c |
| EA Sports FIFA 19-22 | \FIFA(19|20|21|22)(_demo)?\.exe$ | dxvk.useRawSsbo = True |
| Resident Evil 2 / 3 (remakes) | \re(2|3|3demo)\.exe$ | d3d11.relaxedBarriers = True |
| Devil May Cry 5 | \DevilMayCry5\.exe$ | d3d11.relaxedBarriers = True |
| Call of Duty: WWII | \s2_sp64_ship\.exe$ | dxgi.hideNvidiaGpu = False |
| Need for Speed (2015) | \NFS16\.exe$ | dxgi.hideNvidiaGpu = False |
| Mass Effect: Andromeda | \MassEffectAndromeda\.exe$ | dxgi.hideNvidiaGpu = False |
| Mirror's Edge Catalyst | \MirrorsEdgeCatalyst(Trial)?\.exe$ | dxgi.customVendorId = 10de |
| Star Wars Battlefront (2015) | \starwarsbattlefront(trial)?\.exe$ | dxgi.customVendorId = 10de |
| NieR Replicant ver.1.22474487139 | \NieR Replicant ver\.1\.22474487139\.exe | d3d11.cachedDynamicResources = vi |
| Hitman 2 | \HITMAN2\.exe$ | dxgi.customVendorId = 10de; d3d11.cachedDynamicResources = c |
| Call of Duty: Modern Warfare Remastered | \h1(_[ms]p64_ship|-mod)\.exe$ | dxgi.customVendorId = 10de |
| Call of Duty: Infinite Warfare | \iw7(_ship|-mod)\.exe$ | dxgi.customVendorId = 10de |
| Crysis 3 | \Crysis3\.exe$ | dxgi.hideNvidiaGpu = False; d3d11.cachedDynamicResources = a |
| Star Wars Battlefront II (2017) | \starwarsbattlefrontii\.exe$ | dxgi.customVendorId = 10de |
| F1 2018 and later (Codemasters F1 series) | \F1_20(1[89]|[2-9][0-9])\.exe$ | d3d11.forceComputeLdsBarriers = True |
| Monster Hunter: World | \MonsterHunterWorld\.exe$ | d3d11.cachedDynamicResources = a |
| Kingdom Come: Deliverance | \KingdomCome\.exe$ | d3d11.cachedDynamicResources = a |
| Nioh 2 | \nioh2\.exe$ | dxgi.deferSurfaceCreation = True; dxvk.zeroMappedMemory = True |
| Final Fantasy XIV (DX11) | \ffxiv_dx11\.exe$ | d3d11.cachedDynamicResources = vi |
| Final Fantasy XV | \ffxv_s\.exe$ | d3d11.relaxedGraphicsBarriers = True |
| God of War (2018, PC) | \GoW\.exe$ | d3d11.relaxedBarriers = True; dxgi.hideNvidiaGpu = False; dxgi.maxFrameLatency = 1 |
| Age of Empires II: Definitive Edition | \AoE2DE_s\.exe$ | d3d11.cachedDynamicResources = a |
| Assassin's Creed III / IV: Black Flag | \ac(3|4bf)[sm]p\.exe$ | d3d11.cachedDynamicResources = a |
| DayZ | \DayZ_x64\.exe$ | d3d11.cachedDynamicResources = cr |
| Stray | \Stray-Win64-Shipping\.exe$ | d3d11.relaxedGraphicsBarriers = True |
| Metal Gear Solid V: Ground Zeroes | \MgsGroundZeroes\.exe$ | dxgi.maxDeviceMemory = 4095 |
| Sonic Frontiers | \SonicFrontiers\.exe$ | dxgi.maxFrameLatency = 1 |
| Tom Clancy's Ghost Recon Breakpoint | \GRB\.exe$ | dxgi.hideNvidiaGpu = False |
| Grand Theft Auto V | \GTA5\.exe$ | d3d11.cachedDynamicResources = vi |
| Crash Bandicoot N. Sane Trilogy | \CrashBandicootNSaneTrilogy\.exe$ | dxgi.syncInterval = 1 |
| Fallout 76 | \Fallout76\.exe$ | dxgi.syncInterval = 1 |
| Granblue Fantasy: Relink | \granblue_fantasy_relink\.exe$ | d3d11.relaxedGraphicsBarriers = True; d3d11.exposeDriverCommandLists = False; dxgi.hideNvidiaGpu = False |
| Crysis / Crysis Warhead | \Crysis(64)?\.exe$ | d3d9.maxFrameRate = -1; dxgi.maxFrameRate = -1 |
| GTA: The Trilogy - Definitive Edition | \(LibertyCity|ViceCity|SanAndreas)\.exe$ | dxgi.enableUe4Workarounds = True |
| Warcraft III: Reforged | \x86_64\Warcraft III\.exe$ | dxvk.hideIntegratedGraphics = True |
| Watch Dogs 2 | \WatchDogs2\.exe$ | d3d11.forceComputeUavBarriers = True |
| Total War: Pharaoh | \Pharaoh\.exe$ | d3d11.disableDirectImageMapping = True; dxvk.enableImplicitResolves = False |
| The Elder Scrolls V: Skyrim Special Edition | \SkyrimSE\.exe$ | d3d11.cachedDynamicResources = a |
| A Hat in Time | \HatinTimeGame\.exe$ | d3d9.lenientClear = True |
| Borderlands (2009) | \Borderlands\.exe$ | d3d9.lenientClear = True |
| Borderlands 2 | \Borderlands2\.exe$ | d3d9.lenientClear = True; d3d9.supportDFFormats = False; d3d9.floatEmulation = Strict |
| Gothic 3 | \Gothic(3|3Final| III Forsaken Gods)\.exe$ | d3d9.supportDFFormats = False |
| The Sims 2 (and spin-offs) | \(Sims2.*|TS2BodyShop|SimsLS|SimsPS|SimsCS|The Sims 2 Content Manager|TS2HomeCrafterPlus)\.exe$ | d3d9.customVendorId = 10de; d3d9.customDeviceId = 0091; d3d9.customDeviceDesc = GeForce 7800 GTX; d3d9.disableA8RT = True; d3d9.supportX4R4G4B4 = False; d3d9.maxAvailableMemory = 2048; d3d9.memoryTrackTest = True; d3d9.cachedWriteOnlyBuffers = True |
| Dead Space (2008) | \Dead Space\.exe$ | d3d9.supportDFFormats = False; d3d9.maxFrameRate = -60; d3d9.presentInterval = 1 |
| Dead Space 2 | \deadspace2\.exe$ | d3d9.maxFrameRate = -60; d3d9.presentInterval = 1 |
| Halo: Combat Evolved (PC / CE) | \halo(ce)?\.exe$ | d3d9.customVendorId = 1002; d3d9.customDeviceId = 4172; d3d9.forceSamplerTypeSpecConstants = True; d3d9.ignoreDefaultBufferLockRange = True |
| Counter-Strike: Global Offensive | \csgo\.exe$ | d3d9.hideNvidiaGpu = True; d3d9.forceDrawTimeBufferUpload = True |
| Vampire: The Masquerade - Bloodlines | \vampire\.exe$ | d3d9.deferSurfaceCreation = True; d3d9.memoryTrackTest = True; d3d9.maxAvailableMemory = 1024 |
| The Elder Scrolls V: Skyrim (2011) | \TESV\.exe$ | d3d9.hideNvidiaGpu = True |
| Grand Theft Auto IV / Episodes from Liberty City | \(GTAIV|EFLC)\.exe$ | d3d9.hideNvidiaGpu = True; dxgi.maxDeviceMemory = 128; d3d9.supportDFFormats = False; d3d9.deviceLossOnFocusLoss = True |
| Battlefield 2 / Battlefield 2142 | \(BF2|BF2142|PRBF2)\.exe$ | d3d9.deviceLossOnFocusLoss = True; d3d9.countLosableResources = False |
| Tomb Raider: Legend / Anniversary / Underworld | \(trl|tra|tru)\.exe$ | d3d9.cachedWriteOnlyBuffers = True; d3d9.maxFrameRate = -60 |
| EverQuest | \eqgame\.exe$ | d3d9.cachedWriteOnlyBuffers = True |
| Mafia II | \mafia2\.exe$ | d3d9.customVendorId = 10de; d3d9.customDeviceId = 0402 |
| Far Cry (2004) | \FarCry\.exe$ | d3d9.hideAmdGpu = True |
| Dark Souls II (original) | \DarkSoulsII\.exe$ | d3d9.floatEmulation = Strict |
| Bayonetta | \Bayonetta\.exe$ | d3d9.floatEmulation = Strict |
| Rayman Origins | \Rayman Origins\.exe$ | d3d9.floatEmulation = Strict |
| Limbo | \limbo\.exe$ | d3d9.maxFrameRate = -60 |
| Escape from Tarkov (launcher) | \BsgLauncher\.exe$ | d3d9.shaderModel = 1 |
| Supreme Commander / Forged Alliance | \(SupremeCommander|ForgedAlliance)\.exe$ | d3d9.floatEmulation = Strict |
| The Witcher (2007) | \witcher\.exe$ | d3d9.maxFrameRate = -300 |
| Final Fantasy XIV (DX9 mode) | \ffxiv\.exe$ | d3d9.textureMemory = 0 |
| Assassin's Creed II | \AssassinsCreedIIGame\.exe$ | d3d9.deviceLossOnFocusLoss = True |
| Fallout: New Vegas | \Fallout( -)? New Vegas.*\(FalloutNV)?(Launcher)?\.exe$ | d3d9.floatEmulation = Strict; d3d9.hideNvidiaGpu = True |
| Splinter Cell: Conviction | \conviction_game\.exe$ | dxgi.customVendorId = 10de; dxgi.customDeviceId = 05e0; dxgi.customDeviceDesc = GeForce GTX 295 |
| Prince of Persia (2008) | \Prince( of Persia|OfPersia_Launcher)\.exe$ | d3d9.maxFrameRate = 240 |
| F.E.A.R. and expansions | \FEAR(MP|XP|XP2)?\.exe$ | d3d9.maxFrameRate = -360 |
| Far Cry 2 | \(FarCry2|farcry2game)\.exe$ | d3d9.cachedWriteOnlyBuffers = True |
| Max Payne 3 | \MaxPayne3\.exe$ | d3d9.floatEmulation = Strict |
| Star Wars: Empire at War | \(StarWarsG|sweaw|swfoc)\.exe$ | d3d9.maxAvailableMemory = 2048; d3d9.memoryTrackTest = True |
| Silent Hill 2 (2001) | \sh2pc\.exe$ | d3d9.extraFrontbuffer = True |
| The Sims 3 | \TS3(W)?\.exe$ | d3d9.customVendorId = 10de; d3d9.customDeviceId = 1080; d3d9.customDeviceDesc = Geforce GTX 580 |
| Warhammer 40,000: Dawn of War | \W40k(_gog)?\.exe$ | dxvk.zeroMappedMemory = True |
| Insurgency (2014) | \insurgency\.exe$ | d3d9.forceDrawTimeBufferUpload = True |
| Splinter Cell: Chaos Theory | \splintercell3\.exe$ | d3d9.ignoreDefaultBufferLockRange = True |
| Need for Speed III: Hot Pursuit | \nfs3\.exe$ | d3d8.batching = True |
| Need for Speed: Hot Pursuit 2 | \NFSHP2\.exe$ | d3d9.cachedWriteOnlyBuffers = True |
| Max Payne (2001) | \MaxPayne\.exe$ | d3d9.allowDirectBufferMapping = False |
| Rayman 3: Hoodlum Havoc | \Rayman3\.exe$ | d3d9.maxFrameRate = -60; d3d8.forceLegacyBuffers = True |
| Tom Clancy's Splinter Cell (2002) | \splintercell\.exe$ | d3d9.hideAmdGpu = True; d3d9.maxFrameRate = -60; d3d9.deviceLossOnFocusLoss = True; d3d8.scaleDref = 24; d3d8.shadowPerspectiveDivide = True |
| Mafia (2002) | \Mafia\Game\.exe$ | d3d9.samplerAnisotropy = 16 |
| Manhunt | \manhunt\.exe$ | d3d9.maxFrameRate = -60 |
No rows match.
Changes between versions
The sample file grew from 36 options in 1.5 to 105 in 3.1.1.
Show the data
| Item | Value (options) |
|---|---|
| 1.5 | 36 |
| 1.10.3 | 69 |
| 2.0 | 70 |
| 2.4 | 86 |
| 2.7.1 | 101 |
| 3.0 | 102 |
| 3.1.1 | 105 |
Counts are keys present in each release’s sample file, including keys later removed.
| Added in | Option | What it does |
|---|---|---|
| 3.0 | dxvk.maxFrameRate | API-agnostic form of the frame limiter; the release notes for 3.0 point users here after DXVK_FRAME_RATE was removed. |
| 3.0 | d3d11.forceComputeLdsBarriers | Insert barriers after group-shared memory writes in compute shaders, for games that forget to synchronise them. |
| 3.0 | dxvk.enableDescriptorHeap | Control VK_EXT_descriptor_heap usage (the default binding model since 3.0 where the driver is known-good). |
| 3.0 | dxvk.enableUnifiedImageLayouts | Allow use of VK_KHR_unified_image_layouts and related opportunistic layout paths; turning it off is only for debugging. |
| 3.0 | dxvk.enableImplicitResolves | Automatically resolve multisampled images that games wrongly sample as single-sampled (avoids striping on Nvidia); can be disabled for games that check this themselves. |
| 3.0 | dxvk.lowerSinCos | Replace native sin/cos with DXVK's own approximation; Auto only on drivers with poor precision. |
| 3.0 | d3d9.supportCubeDepthFormats | Report depth formats as usable for cube textures, which some old games require (others break with it). |
| 3.0 | d3d9.cachedWriteOnlyBuffers | Keep write-only D3DPOOL_DEFAULT buffers in cached system RAM so buggy games that read them back stay fast. |
| 3.0 | d3d9.useFP16 | Run partial-precision D3D9 shader instructions in FP16; may help weak GPUs but can cause artefacts. |
| 3.0 | d3d8.scaleDref | Rescale depth-compare texture coordinates for early D3D8 games that use integer depth ranges; value is the depth bit count. |
| 3.0.2 | dxvk.enableNvRawAccessChains | Use VK_NV_raw_access_chains on Nvidia; disable only for debugging (lower performance). |
| 3.0.2 | d3d9.ignoreDefaultBufferLockRange | Treat locks on D3DPOOL_DEFAULT buffers as whole-buffer locks, for games passing bogus ranges. |
| 3.1 | dxvk.enableNvCudaInterop | Allow DXVK to enable the VK_NVX CUDA-interop extensions DLSS needs; disabling can help diagnose out-of-memory errors but removes DLSS (added in 3.1). |
| 3.1.1 | d3d8.forceLegacyBuffers | Mimic old driver buffer-lock semantics (DISCARD mostly ignored, direct mapping of write-only buffers) for legacy games. |
No rows match.
| Option | Removed in |
|---|---|
| d3d11.zeroWorkgroupMemory | 2.7 |
| d3d9.strictConstantCopies | 3.0 |
| d3d9.strictPow | 3.0 |
| d3d9.forceSwapchainMSAA | 2.7 |
| d3d9.invariantPosition | 3.0 |
| d3d11.invariantPosition | 3.0 |
| d3d9.cachedDynamicBuffers | 3.0 |
| d3d11.forceVolatileTgsmAccess | 3.0 |
| d3d8.drefScaling | 3.0 |
| d3d8.forceLegacyDiscard | 3.1.1 |
| d3d11.sincosEmulation | 3.0 |
| d3d9.sincosEmulation | 3.0 |
No rows match.
These lists come from comparing dxvk.conf at every release tag. dxvk.enableAsync never existed in official DXVK; it belongs to the gplasync fork.
Questions people ask
Which dxvk.conf options improve performance?
Very few. Most options are compatibility fixes for particular games, and DXVK already applies them to the games it knows. Change an option only to fix a problem you have.
Can DXVK force anti-aliasing or a resolution?
DXVK has no FXAA or SMAA and no option to force a resolution. Its anti-aliasing options adjust MSAA behaviour for the game; post-processing such as FXAA is a job for tools like ReShade.
Does DXVK support HDR?
DXVK has an HDR option, dxgi.enableHDR, and a DXVK_HDR environment variable. HDR add-ons for old games are third-party.
Why did forcing anisotropic filtering in the GPU control panel stop working?
DXVK draws through Vulkan, so the driver's Direct3D profile settings may not apply. Use d3d9.samplerAnisotropy or d3d11.samplerAnisotropy instead; we have not tested the effect.
Sources
- DXVK dxvk.conf at v3.1.1 · accessed 2026-11-07
- DXVK source: src/util/config/config.cpp (built-in profiles) at v3.1.1 · accessed 2026-11-07