File: //usr/share/drirc.d/00-radv-defaults.conf
<?xml version="1.0" standalone="yes"?>
<!--
============================================
Application bugs worked around in this file:
============================================
-->
<!DOCTYPE driconf [
<!ELEMENT driconf (device+)>
<!ELEMENT device (application | engine)+>
<!ATTLIST device driver CDATA #IMPLIED
device CDATA #IMPLIED>
<!ELEMENT application (option+)>
<!ATTLIST application name CDATA #REQUIRED
executable CDATA #IMPLIED
executable_regexp CDATA #IMPLIED
sha1 CDATA #IMPLIED
application_name_match CDATA #IMPLIED
application_versions CDATA #IMPLIED>
<!ELEMENT engine (option+)>
<!-- engine_name_match: A regexp matching the engine name -->
<!-- engine_versions: A version in range format
(version 1 to 4 : "1:4") -->
<!ATTLIST engine engine_name_match CDATA #REQUIRED
engine_versions CDATA #IMPLIED>
<!ELEMENT option EMPTY>
<!ATTLIST option name CDATA #REQUIRED
value CDATA #REQUIRED>
]>
<!-- NOTE: `executable` shouldn't be used for shader based drirc workarounds
because they aren't applied when replaying with Fossilize for precompilation. -->
<driconf>
<device driver="radv">
<!-- Engine workarounds -->
<engine engine_name_match="vkd3d">
<option name="radv_zero_vram" value="true" />
<option name="radv_disable_aniso_single_level" value="true" />
<option name="radv_disable_trunc_coord" value="true" />
</engine>
<engine engine_name_match="DXVK">
<option name="radv_disable_aniso_single_level" value="true" />
<option name="radv_disable_trunc_coord" value="true" />
</engine>
<engine engine_name_match="mesa zink">
<option name="radv_disable_aniso_single_level" value="true" />
</engine>
<engine engine_name_match="Quantic Dream Engine">
<option name="radv_zero_vram" value="true" />
<option name="radv_disable_tc_compat_htile_general" value="true" />
<option name="radv_app_layer" value="quanticdream" />
</engine>
<engine engine_name_match="^UnrealEngine"> <!-- UE4/5 Vulkan RHI -->
<option name="radv_flush_before_query_copy" value="true" />
<option name="radv_flush_before_timestamp_write" value="true" />
<option name="radv_zero_vram" value="true" />
</engine>
<engine engine_name_match="DXVK_NvRemix">
<option name="radv_tex_non_uniform" value="true" />
</engine>
<!-- Game workarounds -->
<application name="Shadow Of The Tomb Raider (Native)" application_name_match="ShadowOfTheTomb">
<option name="radv_report_llvm9_version_string" value="true" />
<option name="radv_invariant_geom" value="true" />
</application>
<application name="Shadow Of The Tomb Raider (DX11/DX12)" application_name_match="SOTTR.exe">
<!-- DXVK and vkd3d-proton both enable invariant position but it's
disabled for SotTR because it breaks NV more than it helps -->
<option name="radv_invariant_geom" value="true" />
<option name="radv_split_fma" value="true" />
</application>
<application name="RAGE 2" application_name_match="Rage 2">
<option name="radv_enable_mrt_output_nan_fixup" value="true" />
<option name="radv_app_layer" value="rage2" />
<option name="radv_zero_vram" value="true" />
</application>
<application name="The Surge 2" application_name_match="Fledge">
<option name="radv_disable_shrink_image_store" value="true" />
<option name="radv_zero_vram" value="true" />
</application>
<application name="World War Z (and World War Z: Aftermath)" application_name_match="WWZ|wwz">
<option name="radv_override_uniform_offset_alignment" value="16" />
<option name="radv_disable_shrink_image_store" value="true" />
<option name="radv_invariant_geom" value="true" />
</application>
<application name="DOOM VFR" application_name_match="DOOM_VFR">
<option name="radv_no_dynamic_bounds" value="true" />
</application>
<application name="DOOM Eternal" application_name_match="DOOMEternal">
<option name="radv_zero_vram" value="true" />
<option name="radv_legacy_sparse_binding" value="true" />
</application>
<application name="Indiana Jones: The Great Circle" application_name_match="TheGreatCircle">
<option name="radv_zero_vram" value="true" />
<option name="radv_legacy_sparse_binding" value="true" />
<option name="radv_disable_dcc_stores" value="true" />
<option name="radv_invariant_geom" value="true" />
<option name="radv_lower_terminate_to_discard" value="true" />
</application>
<application name="DOOM (2016)" application_name_match="DOOM$">
<option name="radv_disable_dcc" value="true" />
<option name="radv_invariant_geom" value="true" />
</application>
<application name="DOOM: The Dark Ages" application_name_match="DOOMTheDarkAges">
<option name="radv_force_64k_sparse_alignment" value="true" />
<option name="radv_zero_vram" value="true" />
<option name="radv_legacy_sparse_binding" value="true" />
<option name="radv_disable_dcc_stores" value="true" />
</application>
<application name="Wolfenstein II" application_name_match="Wolfenstein II The New Colossus">
<option name="radv_disable_dcc" value="true" />
</application>
<application name="Grid Autosport" application_name_match="GRIDAutosport_avx.exe">
<option name="radv_disable_sinking_load_input_fs" value="true" />
</application>
<application name="Grid Autosport" application_name_match="GRIDAutosport.exe">
<option name="radv_disable_sinking_load_input_fs" value="true" />
</application>
<application name="Hammerting" application_name_match="TDTD">
<option name="radv_zero_vram" value="true" />
</application>
<application name="RDR2" application_name_match="Red Dead Redemption 2">
<option name="radv_enable_unified_heap_on_apu" value="true" />
<option name="radv_zero_vram" value="true" />
<!-- Disable DCC for mips to workaround rendering issues because
the game aliases two images incorrectly. -->
<option name="radv_disable_dcc_mips" value="true" />
</application>
<application name="Metro Exodus (Linux native)" application_name_match="metroexodus">
<option name="radv_app_layer" value="metroexodus" />
</application>
<application name="Hellblade: Senua's Sacrifice" application_name_match="HellbladeGame-Win64-Shipping.exe">
<!-- RT shaders in Hellblade: Senua's Sacrifice cause misrenders because they assume full subgroups.
This is only guaranteed with wave64, so force wave64 on for this game. -->
<option name="radv_rt_wave64" value="true" />
</application>
<application name="War Thunder" application_name_match="WarThunder">
<option name="radv_invariant_geom" value="true"/>
</application>
<application name="Crysis 2 Remastered" application_name_match="Crysis2Remastered.exe">
<option name="radv_ssbo_non_uniform" value="true" />
</application>
<application name="Crysis 3 Remastered" application_name_match="Crysis3Remastered.exe">
<option name="radv_ssbo_non_uniform" value="true" />
</application>
<application name="Persona 3 Reload" application_name_match="P3R.exe">
<option name="radv_disable_ngg_gs" value="true" />
</application>
<application name="Helldivers 2" executable="helldivers2.exe">
<option name="radv_force_pstate_peak_gfx11_dgpu" value="true" />
</application>
<application name="WWE 2k23" application_name_match="WWE2K23_x64.exe">
<option name="radv_disable_dcc" value="true" />
</application>
<application name="Mafia Definitive Edition" application_name_match="mafiadefinitiveedition.exe">
<option name="radv_disable_hiz_his_gfx12" value="true" />
</application>
<!-- OpenGL Game workarounds (zink) -->
<application name="Black Geyser: Couriers of Darkness" executable="BlackGeyser.x86_64">
<option name="radv_zero_vram" value="true" />
</application>
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/2686 -->
<application name="7 Days to Die" executable="7DaysToDie.x86_64">
<option name="radv_zero_vram" value="true" />
</application>
<application name="7 Days to Die" executable="7DaysToDie.x86">
<option name="radv_zero_vram" value="true" />
</application>
<application name="Monolith demo5" executable="runner" sha1="0c40d509a74e357f0280cb1bd882e9cd94b91bdf">
<option name="radv_zero_vram" value="true" />
</application>
<application name="American Truck Simulator" executable="amtrucks">
<option name="radv_zero_vram" value="true" />
</application>
<application name="Counter-Strike Global Offensive" executable="csgo_linux64">
<option name="radv_zero_vram" value="true" />
</application>
<application name="Exanima" executable="Exanima.exe">
<option name="radv_zero_vram" value="true"/>
</application>
<application name="Rocket League" executable="RocketLeague">
<option name="radv_zero_vram" value="true" />
</application>
<application name="Crystal Project" executable="Crystal Project.bin.x86_64">
<option name="radv_zero_vram" value="true" />
</application>
<application name="Enshrouded" executable="enshrouded.exe">
<option name="radv_zero_vram" value="true"/>
</application>
<!-- If storage features for depth formats are advertised, the Game chooses a code path
for Terrain height map initialization that has countless bugs:
https://gitlab.freedesktop.org/mesa/mesa/-/issues/11265 -->
<application name="Total War: WARHAMMER III" application_name_match="TotalWarhammer3">
<option name="radv_disable_depth_storage" value="true"/>
</application>
</device>
</driconf>