-
Notifications
You must be signed in to change notification settings - Fork 30
/
user_settings.py
executable file
·127 lines (88 loc) · 5.12 KB
/
user_settings.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
#Settings here will take effect for all games run with this Proton version.
user_settings = {
###### Proton GE flags ######
#Disables DX12.
# "PROTON_NO_D3D12": "1",
#Disable AMD FidelityFX Super Resolution (FSR), as it is enabled by default. FSR only works in vulkan games (dxvk and vkd3d-proton included).
# "WINE_FULLSCREEN_FSR": "0",
#By default, the "balanced" resolution option for FSR is added to the resolution list if a mode is not specified.
#possible modes : ultra, quality, balanced, performance.
# "WINE_FULLSCREEN_FSR_MODE": "performance",
#Add "widthxheight" to the in-game resolution list. Example resolution: 1234x4321
# "WINE_FULLSCREEN_FSR_CUSTOM_MODE": "1234x4321"
#The default sharpening of 5 is enough without needing modification, but can be changed with 0-5 if wanted.
#0 is the maximum sharpness, higher values mean less sharpening.
#2 is the AMD recommended default and is set by proton-ge.
# "WINE_FULLSCREEN_FSR_STRENGTH": "2",
###### Proton flags ######
#Convenience method for dumping a useful debug log to $PROTON_LOG_DIR/steam-$APPID.log
# "PROTON_LOG": "1",
#Log directory can be overridden with $PROTON_LOG_DIR.
# "PROTON_LOG_DIR": "~/",
#When running a game, Proton will write some useful debug scripts for that game into $PROTON_DEBUG_DIR/proton_$USER/.
# "PROTON_DUMP_DEBUG_COMMANDS": "1",
#Root directory for the Proton debug scripts, /tmp by default.
# "PROTON_DEBUG_DIR": "1",
#Use OpenGL-based wined3d for d3d11, d3d10, and d3d9 instead of Vulkan-based DXVK
# "PROTON_USE_WINED3D": "1",
#Disable d3d11.dll, for d3d11 games which can fall back to and run better with d3d9.
# "PROTON_NO_D3D11": "1",
#DDisable d3d10.dll and dxgi.dll, for d3d10 games which can fall back to and run better with d3d9.
# "PROTON_NO_D3D10": "1",
#Disable eventfd-based in-process synchronization primitives
# "PROTON_NO_ESYNC": "1",
#Disable futex-based in-process synchronization primitives
# "PROTON_NO_FSYNC": "1",
#Enable NVIDIA's NVAPI GPU support library.
# "PROTON_ENABLE_NVAPI": "1",
#Force Wine to enable the LARGE_ADDRESS_AWARE flag for all executables. Enabled by default.
# "PROTON_FORCE_LARGE_ADDRESS_AWARE": "0",
#Delay freeing some memory, to work around application use-after-free bugs.
# "PROTON_HEAP_DELAY_FREE": "1",
#Create an S: drive which points to the Steam Library which contains the game.
# "PROTON_SET_GAME_DRIVE": "1",
#Create an S: drive which points to the Steam Library which contains the game.
# "PROTON_OLD_GL_STRING": "1",
#Force Nvidia GPUs to always be reported as AMD GPUs.
#Some games require this if they depend on Windows-only Nvidia driver functionality.
#See also DXVK's nvapiHack config, which only affects reporting from Direct3D.
# "PROTON_HIDE_NVIDIA_GPU": "1",
#Disable support for memory write watches in ntdll.
#This is a very dangerous hack and should only be applied if you have verified that the game can operate without write watches.
#This improves performance for some very specific games (e.g. CoreRT-based games).
# "PROTON_NO_WRITE_WATCH": "1",
###### DXVK flags ######
#DXVK debug logging; none|error|warn|info|debug
# "DXVK_LOG_LEVEL": "info",
#DXVK debug log; Set to none to disable log file creation entirely, without disabling logging.
# "DXVK_LOG_PATH": "~/",
#Enables use of the VK_EXT_debug_utils extension for translating performance event markers.
# "DXVK_PERF_EVENTS": "1",
#Enables use of the VK_EXT_debug_utils extension for translating performance event markers.
# "DXVK_CONFIG_FILE": "~/.config/dxvk.conf",
#Enable DXVK's HUD; devinfo|fps|frametimes|submissions|drawcalls|pipelines|memory|gpuload|version|api|compiler|samplers|scale=x
# "DXVK_HUD": "devinfo,fps",
#Limit the frame rate. A value of 0 uncaps the frame rate, while any positive value will limit rendering to the given number of frames per second.
# "DXVK_FRAME_RATE": "60",
#DXVK pipeline cache; "0" disable|"/some/directory" Defaults to the current working directory of the application.
# "DXVK_STATE_CACHE": "0",
#Selects devices with a matching Vulkan device name, which can be retrieved with tools such as vulkaninfo.
# "DXVK_FILTER_DEVICE_NAME": "Device Name",
#Vulkan debug layers. Requires the Vulkan SDK to be installed.
# "VK_INSTANCE_LAYERS": "VK_LAYER_KHRONOS_validation",
###### Wine flags ######
#Enable integer scaling mode, to give sharp pixels when upscaling.
# "WINE_FULLSCREEN_INTEGER_SCALING": "1",
#Wine debug logging
# "WINEDEBUG": "+timestamp,+pid,+seh,+unwind,+debugstr,+loaddll,+mscoree",
#vkd3d debug logging
# "VKD3D_DEBUG": "warn",
#wine-mono debug logging (Wine's .NET replacement)
# "WINE_MONO_TRACE": "E:System.NotImplementedException",
# "MONO_LOG_LEVEL": "info",
#general purpose media logging
# "GST_DEBUG": "4",
#or, verbose converter logging (may impact playback performance):
# "GST_DEBUG": "4,WINE:7,protonaudioconverter:7,protonaudioconverterbin:7,protonvideoconverter:7",
# "GST_DEBUG_NO_COLOR": "1",
}