dxvk: align config with bundled 2.6.1 x86
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# -------------------------------------------------------------------------
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# TURTLE WOW (1.12) DXVK CONFIGURATION
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# -------------------------------------------------------------------------
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# --- WINDOWING & DISPLAY STABILITY ---
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# "False" disables Exclusive Fullscreen. This is critical for screen capture
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# reliability (OBS/Discord) and ensures the game behaves like a borderless
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# window, allowing seamless alt-tabbing.
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dxvk.allowFse = False
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# Forces Vulkan to handle vertical sync logic within the window container.
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# This prevents screen tearing in windowed modes without the heavy input
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# lag penalty typically associated with standard V-Sync.
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dxvk.tearFree = True
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# Defers the creation of the rendering surface until the window is fully
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# initialized. This fixes the "Black Screen" or "White Screen" hangs
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# often seen when launching the 1.12 client or alt-tabbing back into it.
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d3d9.deferSurfaceCreation = True
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# --- STABILITY (CRITICAL FOR 32-BIT CLIENTS) ---
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# The 1.12 client uses a signed 32-bit integer to query VRAM.
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# On GPUs with high VRAM, this can overflow into negative values, causing
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# crashes. Capping the report to 4096MB prevents integer overflow errors.
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# Options: Any integer (MB). 0 = Autodetect (unsafe for 1.12).
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d3d9.maxAvailableMemory = 4096
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# Aggressively evicts texture data from System RAM once uploaded to the GPU.
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# This significantly reduces the Virtual Memory footprint of the 32-bit
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# process, helping to prevent "Error #132" (Out of Memory) crashes.
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d3d9.evictManagedOnUnlock = True
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# --- VISUAL FIDELITY ---
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# Forces 4x MSAA (Multisample Anti-Aliasing) via the Vulkan backend.
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# This provides much cleaner edge smoothing than the native WoW 1.12
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# implementation. (Note: Set WoW's internal "Multisampling" to 1x/Off).
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# Options: -1 (Off), 0 (Off), 2, 4, 8, 16.
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d3d9.forceSwapchainMSAA = 16
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# Forces 16x Anisotropic Filtering via Vulkan.
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# Overrides the legacy 1.12 filtering implementation, providing sharper
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# textures on angled surfaces (roads, hills) with negligible performance cost.
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# Options: -1 (Game Default), 0 (Off), 1, 2, 4, 8, 16.
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d3d9.samplerAnisotropy = 16
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# Prevents texture shimmering or "noise" when the camera is moving
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# by clamping negative Level of Detail bias.
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d3d9.clampNegativeLodBias = True
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# Forces the use of the hardware cursor.
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# This decouples the cursor from the game's render loop, preventing mouse
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# lag or disappearance during framerate dips.
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d3d9.cursor = True
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# --- PERFORMANCE & SMOOTHNESS ---
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# Enables "Graphics Pipeline Library" (Fast Linking).
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# "Auto" uses fast linking to compile shaders instantly (eliminating stutter)
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# while simultaneously optimizing them on a background thread.
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# Options: Auto (Recommended), True (Force On), False (Force Off).
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dxvk.enableGraphicsPipelineLibrary = auto
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# Explicitly enables the state cache to ensure compiled shaders are saved
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# to disk. This prevents micro-stutters on subsequent game launches.
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dxvk.stateCache = True
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# Sets the number of frame buffers.
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# Set to 2 to minimize input latency for reactive combat. The "tearFree"
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# setting above handles the smoothness, so 3 buffers are unnecessary and
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# only add input lag.
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# Options: 1 (Double Buffering), 2 (Triple Buffering), 3+ (Extra Buffering).
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dxvk.numBackBuffers = 2
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# Limits the number of frames the CPU can queue ahead of the GPU.
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# Keeping this at 1 ensures input remains as snappy as possible,
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# counteracting latency from windowed mode presentation.
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# Options: 1-16 (Lower = Less Input Lag, Higher = Smoother Pacing).
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d3d9.maxFrameLatency = 1
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# --- SYSTEM INTERACTION ---
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# Disables logging to minimize disk I/O and unnecessary CPU overhead.
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# Options: none, error, warn, info, debug.
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dxvk.logLevel = none
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# Disables High DPI awareness in DXVK.
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# Prevents double-scaling issues if the operating system is using
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# display scaling (e.g., 125% or 150%).
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d3d9.dpiAware = False
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# -------------------------------------------------------------------------
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# TURTLE WOW / VANILLA 1.12 - DXVK 2.6.1 x86
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# -------------------------------------------------------------------------
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#
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# Keep this file intentionally small. Every active option below is supported
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# by the bundled official DXVK 2.6.1 x32 d3d9.dll.
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#
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# The 32-bit client can run out of address space when D3D9 reports too much
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# texture memory. 2048 MiB is a conservative cap also used by current
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# Turtle-compatible launcher configurations.
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d3d9.maxAvailableMemory = 2048
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# Keep the CPU render queue short for responsive input.
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d3d9.maxFrameLatency = 1
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# Limit shader compiler workers to reduce transient memory pressure in the
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# 32-bit process while still allowing parallel compilation.
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dxvk.numCompilerThreads = 2
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# Use Graphics Pipeline Library when the Vulkan driver supports it.
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dxvk.enableGraphicsPipelineLibrary = Auto
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# On 32-bit applications DXVK can aggressively release pipeline libraries to
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# save address space. Auto enables the appropriate DXVK behaviour.
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dxvk.trackPipelineLifetime = Auto
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# Avoid Vulkan exclusive-fullscreen opt-in on Windows. This improves alt-tab
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# reliability and is also DXVK 2.6.1's default.
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dxvk.allowFse = False
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# VanillaFixes already handles process DPI awareness for this client.
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d3d9.dpiAware = False
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