my PC:

CPU: Ryzen 9 7950x 16 core 32 thread
GPU: Sapphire 11323-02-20G Pulse AMD Radeon RX 7900 XT Gaming Graphics Card with 20GB GDDR6, AMD RDNA 3 (vsync and freesync enabled in drivers)
Memory: DDR5 5600 (PC5 44800) Timing 28-34-34-89 CAS Latency 28 Voltage 1.35V
Drives: Samsung 990 Pro 2tb + WD_Black SN850X 4000GB
LAN: realtek Gaming 2.5GbE Family Controller
Wireless: RZ616 Bluetooth+WiFi 6E 160MHz (just use for bluetooth sound and xbox x and dualsense controllers)
USB DAC: Fiio New K3 Series DAC 32 bit, 384000 Hz
Monitor: 42" LG C2 10 bit TV 120 hz with freesync and HDR
Mouse: SteelSeries Aerox 9 Wireless @ 3100 DPI no accelleratioin or smoothing.

Software:
Windows 11 23H2
Process Lasso: I disable the first 2 cores, 4 threads of my process affinity for games.
MSI Afterburner: mV 1044, power limit +0, core clock 2745, memory clock 2600
Reshade: Immerse Sharpen maxxed out at 1. And Immerse Pro Clarity about 50%
AMD5 105 cTDP PPT: 142W - TDC: 110A - EDC 170A with a curve of -20

can you optimize the below config for my pc? It’s for world of warcraft 3.3.5a which is a directx9 game that the 13+ year old engine that the cpu is limited and even the fastest cpus have problems with this game.



also refrain from making any comments. I just want the config



# Sets number of pipeline compiler threads.
# 
# If the graphics pipeline library feature is enabled, the given
# number of threads will be used for shader compilation. Some of
# these threads will be reserved for high-priority work.
#
# Supported values:
# - 0 to use all available CPU cores
# - any positive number to enforce the thread count

# dxvk.numCompilerThreads = 0


# Toggles raw SSBO usage.
# 
# Uses storage buffers to implement raw and structured buffer
# views. Enabled by default on hardware which has a storage
# buffer offset alignment requirement of 4 Bytes (e.g. AMD).
# Enabling this may improve performance, but is not safe on
# hardware with higher alignment requirements.
# 
# Supported values:
# - Auto: Don't change the default
# - True, False: Always enable / disable

# dxvk.useRawSsbo = Auto


# Changes memory chunk size.
#
# Can be used to override the maximum memory chunk size.
#
# Supported values:
# - 0 to use the defaults
# - any positive integer to limit the chunk size, in MiB

# dxvk.maxChunkSize = 0


# Controls graphics pipeline library behaviour
#
# Can be used to change VK_EXT_graphics_pipeline_library usage for
# debugging purpose. Doing so will likely result in increased stutter
# or degraded performance.
#
# Supported values:
# - Auto: Enable if supported, and compile optimized pipelines in the background
# - True: Enable if supported, but do not compile optimized pipelines
# - False: Always disable the feature

# dxvk.enableGraphicsPipelineLibrary = Auto


# Controls pipeline lifetime tracking
#
# If enabled, pipeline libraries will be freed aggressively in order
# save memory and address space. Has no effect if graphics pipeline
# libraries are not supported or disabled.
#
# Supported values:
# - Auto: Enable tracking for 32-bit applications only
# - True: Always enable tracking
# - False: Always disable tracking

# dxvk.trackPipelineLifetime = Auto


# Sets enabled HUD elements
# 
# Behaves like the DXVK_HUD environment variable if the
# environment variable is not set, otherwise it will be
# ignored. The syntax is identical.

# dxvk.hud = 


# Reported shader model
#
# The shader model to state that we support in the device
# capabilities that the applicatation queries.
# 
# Supported values:
# - 1: Shader Model 1
# - 2: Shader Model 2
# - 3: Shader Model 3

# d3d9.shaderModel = 3


# DPI Awareness
# 
# Decides whether we should call SetProcessDPIAware on device
# creation. Helps avoid upscaling blur in modern Windows on
# Hi-DPI screens/devices.
#
# Supported values:
# - True, False: Always enable / disable

# d3d9.dpiAware = True


# Strict Constant Copies
# 
# Decides whether we should always copy defined constants to
# the UBO when relative addressing is used, or only when the
# relative addressing starts a defined constant.
#
# Supported values:
# - True, False: Always enable / disable

# d3d9.strictConstantCopies = False


# Strict Pow
# 
# Decides whether we have an opSelect for handling pow(0,0) = 0
# otherwise it becomes undefined.
#
# Supported values:
# - True, False: Always enable / disable

# d3d9.strictPow = True


# Lenient Clear
#
# Decides whether or not we fastpath clear anyway if we are close enough to
# clearing a full render target.
#
# Supported values:
# - True, False: Always enable / disable

# d3d9.lenientClear = False


# Max available memory
#
# Changes the max initial value used in tracking and GetAvailableTextureMem
# Value in Megabytes
#
# Supported values:
# - Max Available Memory: Any int32_t
# - Memory Tracking Testing: True, False

# d3d9.maxAvailableMemory = 4096
# d3d9.memoryTrackTest = False


# Force enable/disable floating point quirk emulation
#
# Force toggle anything * 0 emulation
# Setting it to True will use a faster but less accurate approach that works for most games.
# Supported values:
# - True: Use a faster but less accurate approach. Good enough for most games
# - False: Disable float emulation completely
# - Strict: Use a slower but more correct approach. Necessary for some games
# - Auto: DXVK will pick automatically

# d3d9.floatEmulation = Auto


# Enable dialog box mode
#
# Changes the default state of dialog box mode.
# *Disables* exclusive fullscreen when enabled.
#
# Supported values:
# - True, False: Always enable / disable

# d3d9.enableDialogMode = False

# Overrides the application's MSAA level on the swapchain
# 
# Supported values: -1 (application) and 0 to 16 (user override)

# d3d9.forceSwapchainMSAA = -1


# Long Mad
#
# Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
# This solves some rendering bugs in games that have z-pass shaders which
# don't match entirely to the regular vertex shader in this way.
#
# Supported values:
# - True/False

# d3d9.longMad = False

# Device Local Constant Buffers
#
# Enables using device local, host accessible memory for constant buffers in D3D9.
# This tends to actually be slower for some reason on AMD,
# and the exact same performance on NVIDIA.
#
# Supported values:
# - True/False

# d3d9.deviceLocalConstantBuffers = False

# Support DF formats
#
# Support the vendor extension DF floating point depth formats
#
# Supported values:
# - True/False

# d3d9.supportDFFormats = True

# Use D32f for D24
#
# Useful for reproducing AMD issues on other hw.
#
# Supported values:
# - True/False

# d3d9.useD32forD24 = False

# Support X4R4G4B4
#
# Support the X4R4G4B4 format.
# The Sims 2 is a very broken game.
#
# Supported values:
# - True/False

# d3d9.supportX4R4G4B4 = True

# Support D32
#
# Support the D32 format.
#
# Supported values:
# - True/False

# d3d9.supportD32 = True

# Disable A8 as a Render Target
#
# Disable support for A8 format render targets
# Once again, The Sims 2 is a very broken game.
#
# Supported values:
# - True/False

# d3d9.disableA8RT = False

# Support for VCache Query
#
# Support for the vcache query
# Not very important as a user config.
# Used internally.
#
# Supported values:
# - True/False

# Defaults to True if vendorId == 0x10de
# d3d9.supportVCache = True

# Force Sampler Type Spec Constants
#
# Useful if games use the wrong image and sampler
# type combo like Halo: CE or Spellforce.
# Can fix rendering in older, broken games in some instances.
#
# Supported values:
# - True/False

# d3d9.forceSamplerTypeSpecConstants = False

# Force Aspect Ratio
#
# Only exposes modes with a given aspect ratio.
# Useful for titles that break if they see ultra-wide.
#
# Supported values:
# - Any ratio, ie. "16:9", "4:3"

# d3d9.forceAspectRatio = ""

# Enumerate by Displays
#
# Whether we should enumerate D3D9 adapters by display (windows behaviour)
# or by physical adapter.
# May be useful in PRIME setups.
#
# Supported values:
# - True/False

# d3d9.enumerateByDisplays = True

# Cached Dynamic Buffers
#
# Allocates dynamic resources in D3DPOOL_DEFAULT in
# cached system memory rather than uncached memory or host-visible
# VRAM, in order to allow fast readback from the CPU. This is only
# useful for buggy applications, and may reduce GPU-bound performance.
#
# Supported values:
# - True/False

# d3d9.cachedDynamicBuffers = False

# Seamless Cubes
#
# Don't use non seamless cube maps even if they are supported.
# Non seamless cubes are correct d3d9 behavior, but can produce worse looking edges.
#
# Supported values:
# - True/False

# d3d9.seamlessCubes = False

# Debug Utils
#
# Enables debug utils as this is off by default, this enables user annotations like BeginEvent()/EndEvent().
# Alternatively could be enabled with DXVK_DEBUG=markers environment variable.
#
# Supported values:
# - True/False

# dxvk.enableDebugUtils = False

# Memory limit for locked D3D9 textures
#
# How much virtual memory will be used for textures (in MB).
# 0 to disable the limit.
# THIS DOES NOT IMPACT ACTUAL MEMORY CONSUMPTION OR TEXTURE QUALITY.
# DO NOT CHANGE THIS UNLESS YOU HAVE A VERY GOOD REASON.

# d3d9.textureMemory = 100

# Always enumerate all monitors on each dxgi output
#
# Used to avoid performance degradation in some games
# (will be deprecated once QueryDisplayConfig optimization
# is in Proton Wine).
#
# Supported values:
# - True/False

# dxgi.useMonitorFallback = False