diff --git a/Payload/dxvk.conf b/Payload/dxvk.conf index 737a969..f2eeb6f 100644 --- a/Payload/dxvk.conf +++ b/Payload/dxvk.conf @@ -1,87 +1,32 @@ -# ------------------------------------------------------------------------- -# TURTLE WOW (1.12) DXVK CONFIGURATION -# ------------------------------------------------------------------------- - -# --- WINDOWING & DISPLAY STABILITY --- -# "False" disables Exclusive Fullscreen. This is critical for screen capture -# reliability (OBS/Discord) and ensures the game behaves like a borderless -# window, allowing seamless alt-tabbing. -dxvk.allowFse = False - -# Forces Vulkan to handle vertical sync logic within the window container. -# This prevents screen tearing in windowed modes without the heavy input -# lag penalty typically associated with standard V-Sync. -dxvk.tearFree = True - -# Defers the creation of the rendering surface until the window is fully -# initialized. This fixes the "Black Screen" or "White Screen" hangs -# often seen when launching the 1.12 client or alt-tabbing back into it. -d3d9.deferSurfaceCreation = True - -# --- STABILITY (CRITICAL FOR 32-BIT CLIENTS) --- -# The 1.12 client uses a signed 32-bit integer to query VRAM. -# On GPUs with high VRAM, this can overflow into negative values, causing -# crashes. Capping the report to 4096MB prevents integer overflow errors. -# Options: Any integer (MB). 0 = Autodetect (unsafe for 1.12). -d3d9.maxAvailableMemory = 4096 - -# Aggressively evicts texture data from System RAM once uploaded to the GPU. -# This significantly reduces the Virtual Memory footprint of the 32-bit -# process, helping to prevent "Error #132" (Out of Memory) crashes. -d3d9.evictManagedOnUnlock = True - -# --- VISUAL FIDELITY --- -# Forces 4x MSAA (Multisample Anti-Aliasing) via the Vulkan backend. -# This provides much cleaner edge smoothing than the native WoW 1.12 -# implementation. (Note: Set WoW's internal "Multisampling" to 1x/Off). -# Options: -1 (Off), 0 (Off), 2, 4, 8, 16. -d3d9.forceSwapchainMSAA = 16 - -# Forces 16x Anisotropic Filtering via Vulkan. -# Overrides the legacy 1.12 filtering implementation, providing sharper -# textures on angled surfaces (roads, hills) with negligible performance cost. -# Options: -1 (Game Default), 0 (Off), 1, 2, 4, 8, 16. -d3d9.samplerAnisotropy = 16 - -# Prevents texture shimmering or "noise" when the camera is moving -# by clamping negative Level of Detail bias. -d3d9.clampNegativeLodBias = True - -# Forces the use of the hardware cursor. -# This decouples the cursor from the game's render loop, preventing mouse -# lag or disappearance during framerate dips. -d3d9.cursor = True - -# --- PERFORMANCE & SMOOTHNESS --- -# Enables "Graphics Pipeline Library" (Fast Linking). -# "Auto" uses fast linking to compile shaders instantly (eliminating stutter) -# while simultaneously optimizing them on a background thread. -# Options: Auto (Recommended), True (Force On), False (Force Off). -dxvk.enableGraphicsPipelineLibrary = auto - -# Explicitly enables the state cache to ensure compiled shaders are saved -# to disk. This prevents micro-stutters on subsequent game launches. -dxvk.stateCache = True - -# Sets the number of frame buffers. -# Set to 2 to minimize input latency for reactive combat. The "tearFree" -# setting above handles the smoothness, so 3 buffers are unnecessary and -# only add input lag. -# Options: 1 (Double Buffering), 2 (Triple Buffering), 3+ (Extra Buffering). -dxvk.numBackBuffers = 2 - -# Limits the number of frames the CPU can queue ahead of the GPU. -# Keeping this at 1 ensures input remains as snappy as possible, -# counteracting latency from windowed mode presentation. -# Options: 1-16 (Lower = Less Input Lag, Higher = Smoother Pacing). -d3d9.maxFrameLatency = 1 - -# --- SYSTEM INTERACTION --- -# Disables logging to minimize disk I/O and unnecessary CPU overhead. -# Options: none, error, warn, info, debug. -dxvk.logLevel = none - -# Disables High DPI awareness in DXVK. -# Prevents double-scaling issues if the operating system is using -# display scaling (e.g., 125% or 150%). -d3d9.dpiAware = False \ No newline at end of file +# ------------------------------------------------------------------------- +# TURTLE WOW / VANILLA 1.12 - DXVK 2.6.1 x86 +# ------------------------------------------------------------------------- +# +# Keep this file intentionally small. Every active option below is supported +# by the bundled official DXVK 2.6.1 x32 d3d9.dll. +# +# The 32-bit client can run out of address space when D3D9 reports too much +# texture memory. 2048 MiB is a conservative cap also used by current +# Turtle-compatible launcher configurations. +d3d9.maxAvailableMemory = 2048 + +# Keep the CPU render queue short for responsive input. +d3d9.maxFrameLatency = 1 + +# Limit shader compiler workers to reduce transient memory pressure in the +# 32-bit process while still allowing parallel compilation. +dxvk.numCompilerThreads = 2 + +# Use Graphics Pipeline Library when the Vulkan driver supports it. +dxvk.enableGraphicsPipelineLibrary = Auto + +# On 32-bit applications DXVK can aggressively release pipeline libraries to +# save address space. Auto enables the appropriate DXVK behaviour. +dxvk.trackPipelineLifetime = Auto + +# Avoid Vulkan exclusive-fullscreen opt-in on Windows. This improves alt-tab +# reliability and is also DXVK 2.6.1's default. +dxvk.allowFse = False + +# VanillaFixes already handles process DPI awareness for this client. +d3d9.dpiAware = False