Why do we need 20 different ways to do the same thing? We already have config options and an env var to set said options.
Because it is shorter and handy than writing the entire DXVK_CONFIG along with the options (and knowing what API the game uses, since only one of the options will work).
I believe an exception could be made for V-SYNC since it is a common desirable feature to enable in certain games (like how we have the FPS limit via a handy way with the env. var.).
:D
I believe an exception could be made for V-SYNC since it is a common desirable feature to enable in certain games
It's also a feature that 9/10 games just let you configure in game.
Why do we even have DXVK_FRAME_RATE? Was it added before DXVK_CONFIG became a thing? IMHO DXVK_CONFIG should be the only way of passing options from the command line, as it covers every possible config option and is easy enough to use.
It was added prior to DXVK_CONFIG existing yes. https://github.com/doitsujin/dxvk/commit/30a1a29aa612c7a796d3cc1a4b320a24829ed286
Think all the devs were on the side of a no here so gonna close this
DXVK_CONFIGx3 2025-05DXVK_FRAME_RATEx1 2025-05DXVK_CONFIG="dxgi.maxFrameRate = 60; d3d9.maxFrameRate = 60"x1 2025-05DXVK_FRAME_RATE=60`x1 2025-05DXVK_VSYNCx1 2025-05
Hi.
Currently, we have the env. var.
DXVK_FRAME_RATE=60which is basically the equivalent ofDXVK_CONFIG="dxgi.maxFrameRate = 60; d3d9.maxFrameRate = 60"(using60as an example).I would like to suggest to add a new simple env. var. such as
DXVK_VSYNCwhere it would controldxgi.syncIntervalandd3d9.presentInterval. Values would be the same as the config. file:0disables sync entirely1forces normal V-SYNC2forces half V-Syncand so on...
This would be a handy and shorter way to force V-Sync in some problematic games via Steam launch options.
Many thanks for your attention!