Can you optimize this for world of warcraft 3.3.5a (10+ year old engine). The game is super cpu limited already. I use a 4gb patch to the exe to allow more ram because it’s 32 bit. This game is directx 9

here’s my specs:

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


here’s the dxvk conf i want you to optimizee


# Supported values: True, False

# dxgi.enableHDR = True


# Supported values: True, False

# dxgi.deferSurfaceCreation = False
# d3d9.deferSurfaceCreation = False


# Supported values : 0 - 16

# dxgi.maxFrameLatency = 0
# d3d9.maxFrameLatency = 0

# Supported values : Any non-negative integer

# dxgi.maxFrameRate = 0
# d3d9.maxFrameRate = 0

# Supported values: Any four-digit hex number.

# dxgi.customDeviceId = 0000
# dxgi.customVendorId = 0000

# d3d9.customDeviceId = 0000
# d3d9.customVendorId = 0000


# dxgi.customDeviceDesc = “”
# d3d9.customDeviceDesc = “”


# Supported values: Auto, True, False

# dxgi.hideNvidiaGpu = Auto


# Supported values: Auto, True, False

# dxgi.hideAmdGpu = Auto


# Supported values: Auto, True, False

# dxgi.hideIntelGpu = Auto

# Supported values: Any number in Megabytes.

# dxgi.maxDeviceMemory = 0
# dxgi.maxSharedMemory = 0


# Supported values: True, False

# dxgi.emulateUMA = False


# Supported values: Any number greater than or equal to 2.

# dxgi.numBackBuffers = 0
# d3d9.numBackBuffers = 0


# Supported values: Any non-negative number

# dxgi.syncInterval = -1
# d3d9.presentInterval = -1


# Supported values: Auto, True, False

# dxvk.tearFree = Auto


# Supported values: True, False

# d3d11.dcSingleUseMode = True


# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1, 12_0, 12_1

# d3d11.maxFeatureLevel = 12_1


# Supported values: Any number between 8 and 64

# d3d11.maxTessFactor = 0


# Supported values: True, False

# d3d11.relaxedBarriers = False


# Supported values: True, False

# d3d11.ignoreGraphicsBarriers = False


# Supported values: Any number between 0 and 16

# d3d11.samplerAnisotropy = -1
# d3d9.samplerAnisotropy = -1


# Supported values: Any number between -2.0 and 1.0

# d3d11.samplerLodBias = 0.0
# d3d9.samplerLodBias = 0.0


# Supported values: True, False

# d3d11.clampNegativeLodBias = False
# d3d9.clampNegativeLodBias = False


# Supported values: True, False

# d3d11.invariantPosition = True
# d3d9.invariantPosition = True

# Supported values: True, False

# d3d11.forceSampleRateShading = False
# d3d9.forceSampleRateShading = False


# Supported values: True, False

# d3d11.disableMsaa = False


# Supported values: True, False

# d3d11.zeroWorkgroupMemory = False


# Resource size limit for implicit discards, in kilobytes. For small staging
# resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
# storage in order to avoid GPU synchronization, so setting this too high
# may cause memory issues, setting it to -1 disables the feature.

# d3d11.maxImplicitDiscardSize = 256


# Resource size limit for buffer-mapped dynamic images, in kilobytes.
# A higher threshold may reduce memory usage and PCI-E bandwidth in
# some games, but may also increase GPU synchronizations. Setting it
# to -1 disables the feature.

# d3d11.maxDynamicImageBufferSize = -1


# Allocates dynamic resources with the given set of bind flags 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: Any combination of the following:
# - v: Vertex buffers
# - i: Index buffers
# - c: Constant buffers
# - r: Shader resources
# - a: All dynamic resources

# d3d11.cachedDynamicResources = “”


# d3d11.enableContextLock = False

# Supported values:
# - 0 to use all available CPU cores
# - any positive number to enforce the thread count

# dxvk.numCompilerThreads = 0

# Supported values:
# - Auto: Don’t change the default
# - True, False: Always enable / disable

# dxvk.useRawSsbo = Auto


# Supported values:
# - 0 to use the defaults
# - any positive integer to limit the chunk size, in MiB

# dxvk.maxChunkSize = 0

# 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


# Supported values:
# - Auto: Enable tracking for 32-bit applications only
# - True: Always enable tracking
# - False: Always disable tracking

# dxvk.trackPipelineLifetime = Auto