# ------------------------------------------------------------------------- # 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