Independent guide · not affiliated with the DXVK project or Valve · downloads always link to the official GitHub

Try: d3d9.maxAvailableMemory, DXVK_HUD, GTA IV, Failed to create Vulkan instance

TOOL · RUNS IN YOUR BROWSER · DXVK 3.1.1

Build your dxvk.conf

Pick the problems you want to fix, or search the options, and the builder writes a dxvk.conf with only those options, each with a comment explaining it. Save it next to the game's .exe, or copy the one-line DXVK_CONFIG version for Steam launch options or Linux. You can also drop in an existing file to see why it does nothing.
Checked
2026-11-07

Build a config

Config Builder0 options setBuilt on your device. Nothing is uploaded.
Device selection

Only expose GPUs whose Vulkan device name contains this substring (config-file counterpart of DXVK_FILTER_DEVICE_NAME). Default "". Valid: any string.

Hide integrated GPUs when a dedicated GPU is present; DXVK_FILTER_DEVICE_NAME is preferred. Default False. Valid: True, False.

HDR and swap chain

Advertise the HDR10 colour space to games as if Windows HDR mode were on; default follows the DXVK_HDR environment variable. Default True. Valid: True, False.

Presentation

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: True, False.

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: True, False.

Same deferred-surface behaviour for D3D9 swap chains. Default False. Valid: True, False.

Force the D3D10/11/12 Vsync interval: 0 = off, n = on with each image shown n times, negative = respect the game. Default -1. Valid: integer (-1 = no override).

Force the D3D8/9 Vsync interval, same semantics as dxgi.syncInterval. Default -1. Valid: integer (-1 = no override).

Frame pacing and latency

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: 0-16.

Same frame-queue cap for D3D8/9 games. Default 0. Valid: 0-16.

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: integer (0, n, -n, -1).

Same built-in frame limiter for D3D8/9 games. Default 0. Valid: integer (0, n, -n, -1).

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: integer (0, n, -n, -1).

Vendor and device spoofing

Override the PCI device ID that DXGI reports to the game. Default 0000. Valid: 4-digit hex.

Override the PCI vendor ID that DXGI reports (e.g. 10de = Nvidia, 1002 = AMD). Default 0000. Valid: 4-digit hex.

Override the PCI device ID reported through D3D9. Default 0000. Valid: 4-digit hex.

Override the PCI vendor ID reported through D3D9. Default 0000. Valid: 4-digit hex.

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: Auto, True, False.

Report AMD GPUs as Nvidia through DXGI, for games that break on AMD-specific paths such as AGS. Default Auto. Valid: Auto, True, False.

Report Intel GPUs as AMD through DXGI, for games with problematic Intel-specific code (e.g. XeSS). Default Auto. Valid: Auto, True, False.

Memory

Cap the dedicated VRAM amount reported to games (MB); a reporting hint, not an enforced limit. Default 0. Valid: integer MB (0 = no override).

Cap the shared system memory amount reported to games (MB). Default 0. Valid: integer MB (0 = no override).

Starting value (MB) for D3D9's memory tracking and GetAvailableTextureMem reports. Default 4096. Valid: any int32 (MB).

Feature level and capabilities

Highest D3D11 feature level a device may be created with. Default 12_1. Valid: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1, 12_0, 12_1.

Texture filtering

Force an anisotropic filtering level on all D3D10/11 samplers; 0 disables AF, negative leaves the game in control. Default -1. Valid: 0-16 (-1 = no override).

Force anisotropic filtering for D3D8/9 samplers. Default -1. Valid: 0-16 (-1 = no override).

HUD

HUD element list used when DXVK_HUD is not set; same syntax as the environment variable. Default (empty). Valid: same as DXVK_HUD.

Check or fix an existing dxvk.conf

Drop the file or paste it. The check says why a line is ignored, then loads the valid lines so you can fix and export them.

Save as dxvk.conf next to the game's .exe. Make sure Windows does not add .txt.

Windows files use CRLF line endings. Our Windows lab runs read a one-line file written that way (F21); we did not test long files.

Test it: start the game and look for Found config file: dxvk.conf in DXVK's log (F15). Open the log guide.

Where to put the file

Next to the game’s .exe, in the folder the game runs from (F23). The dxvk.conf guide covers launchers, Program Files, Linux and Steam Deck, and how to prove DXVK read the file: look for Found config file: dxvk.conf in its log (F15).

How the builder decides

  • Options by DXVK line. Each option carries the release it first appeared in, taken from dxvk.conf at every release tag. Choose 2.x or 1.10.3 and newer options disappear; fork-only options show only for gplasync.
  • Tested badges. Options show finding IDs only where our lab proved them: dxvk.maxFrameRate (F21), d3d9.maxFrameRate (F22), d3d9.maxAvailableMemory (F25), dxgi.maxDeviceMemory (F26), the vendor ID options (F27) and d3d11.maxFeatureLevel (F24). Everything else comes from DXVK’s own file and is untested by us.
  • Advanced and debugging options are hidden until you ask for them.
  • Values are checked against what DXVK documents; invalid values are left out of the output.

What the builder can’t do

  • No game presets yet. A preset is shipped only after we test it on that game, and we have not tested any game.
  • Built-in profiles: DXVK already applies its own settings to many named games (263 profile entries at 3.1.1), so you may not need to duplicate them.
  • The precedence of dxvk.maxFrameRate against d3d9.maxFrameRate is not tested; set one.
  • The Steam launch-options tab is for Linux, Proton and Steam Deck. On Windows use the file.

Privacy

Everything runs in your browser. A file you drop is read on your device and never sent anywhere; the site’s security policy blocks connections to other hosts.

Questions people ask

Where do I put the generated file?

Next to the game's .exe, in the folder the game runs from (finding F23). Windows must not add .txt to the name.

Why does my dxvk.conf do nothing?

Drop it into the checker in the builder. It flags a file named dxvk.conf.txt, unknown or removed options, fork-only options, environment-variable names written as options, and bad values.

What is the difference between the file and DXVK_CONFIG?

They hold the same lines. The file can have per-game sections; DXVK_CONFIG is one line separated by semicolons and applies to the process it is set for (F22).

Is anything uploaded?

No. The builder runs in your browser and the page only allows requests to this site.

Sources

  1. DXVK dxvk.conf at v3.1.1 · accessed 2026-11-07
  2. DXVK wiki: Configuration · accessed 2026-11-07