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authorPhilip Rebohle <philip.rebohle@tu-dortmund.de>2023-01-08 02:51:13 +0300
committerPhilip Rebohle <philip.rebohle@tu-dortmund.de>2023-01-09 20:35:02 +0300
commite426ec09a1f5d02aa7b1589c40c083235df9df41 (patch)
tree21aa14b59ccb2df4dfa3f250a92e5e40c750785a /dxvk.conf
parent06fb93daf09ad6ccaa0ccd061b98ca9eccbfb090 (diff)
[d3d11,dxbc] Add d3d11.forceSampleRateShading option
Diffstat (limited to 'dxvk.conf')
-rw-r--r--dxvk.conf9
1 files changed, 9 insertions, 0 deletions
diff --git a/dxvk.conf b/dxvk.conf
index b5635a6e..473ca91b 100644
--- a/dxvk.conf
+++ b/dxvk.conf
@@ -201,6 +201,15 @@
# d3d9.invariantPosition = True
+# Forces per-sample rate shading when MSAA is enabled, rather than per-pixel
+# shading. May improve visual clarity at a significant performance cost, but
+# may also introduce visual issues in some games.
+#
+# Supported values: True, False
+
+# d3d11.forceSampleRateShading = False
+
+
# Forces the sample count of all textures to 1, and performs
# the needed fixups in resolve operations and shaders.
#