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Modernization-Tool/Payload/dxvk.conf
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2026-06-09 11:23:40 +02:00

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