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.



# Expose the HDR10 ColorSpace (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
# to the application by default.
# This shows to the game that the global Windows 'HDR Mode' is enabled.
# Many (broken) games will need this to be set to consider exposing HDR output
# as determine it based on the DXGIOutput's current ColorSpace instead of
# using CheckColorSpaceSupport.
# This defaults to the value of the DXVK_HDR environment variable.
# 
# Supported values: True, False

# dxgi.enableHDR = True

# Create the VkSurface on the first call to IDXGISwapChain::Present,
# rather than when creating the swap chain. Some games that start
# rendering with a different graphics API may require this option,
# or otherwise the window may stay black.
# 
# Supported values: True, False

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


# Enforce a stricter maximum frame latency. Overrides the application
# setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
# Setting this to 0 will have no effect.
# 
# Supported values : 0 - 16

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


# Enables frame rate limiter. The main purpose of this is to work around
# bugs in games that have physics or other simulation tied to their frame
# rate, but do not provide their own limiter.
#
# Supported values : Any non-negative integer

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


# Override PCI vendor and device IDs reported to the application. Can
# cause the app to adjust behaviour depending on the selected values.
#
# Supported values: Any four-digit hex number.

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

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


# Override the reported device description
#
# Supported values: Any string.

# dxgi.customDeviceDesc = ""
# d3d9.customDeviceDesc = ""


# Report Nvidia GPUs as AMD GPUs. Unless NVAPI support is explicitly
# enabled through proton, this is done by default in order to work
# around crashes or low performance with Nvidia-speciic code paths
# in games, especially Unreal Engine.
#
# Supported values: Auto, True, False

# dxgi.hideNvidiaGpu = Auto


# Report AMD GPUs as Nvidia GPUs. This is only done for games that are
# known to have issues with AMDAGS or other AMD-specific code paths.
#
# Supported values: Auto, True, False

# dxgi.hideAmdGpu = Auto


# Report Intel GPUs as AMD GPUs. This is only done for games that are
# known to have issues with Intel-specific libraries such as XESS.
#
# Supported values: Auto, True, False

# dxgi.hideIntelGpu = Auto


# Override maximum amount of device memory and shared system memory
# reported to the application. This may fix texture streaming issues
# in games that do not support cards with large amounts of VRAM.
#
# Supported values: Any number in Megabytes.

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


# Some games think we are on Intel given a lack of NVAPI or
# AGS/atiadlxx support. Report our device memory as shared memory,
# and some small amount for a "carveout".

# Supported values: True, False

# dxgi.emulateUMA = False


# Override back buffer count for the Vulkan swap chain.
# Setting this to 0 or less will have no effect.
#
# Supported values: Any number greater than or equal to 2.

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


# Overrides synchronization interval (Vsync) for presentation.
# Setting this to 0 disables vertical synchronization entirely.
# A positive value 'n' will enable Vsync and repeat the same
# image n times, and a negative value will have no effect.
#
# Supported values: Any non-negative number

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


# True enables the mailbox present mode in case regular Vsync is disabled.
# This should avoid tearing, but may be unsupported on some systems
# or require setting dxgi.numBackBuffers to a higher value in order
# to work properly. 
#
# False enables the relaxed fifo present mode in case regular Vsync is enabled.
# This should result in tearing but reduce stutter if FPS are too low,
# but may be unsupported on some systems.
#
# Please do not report issues with this option.
#
# Supported values: Auto, True, False

# dxvk.tearFree = Auto


# Assume single-use mode for command lists created on deferred contexts.
# This may need to be disabled for some applications to avoid rendering
# issues, which may come at a significant performance cost.
#
# Supported values: True, False

# d3d11.dcSingleUseMode = True


# Override the maximum feature level that a D3D11 device can be created
# with. Setting this to a higher value may allow some applications to run
# that would otherwise fail to create a D3D11 device.
#
# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1, 12_0, 12_1

# d3d11.maxFeatureLevel = 12_1


# Overrides the maximum allowed tessellation factor. This can be used to
# improve performance in titles which overuse tessellation.
# 
# Supported values: Any number between 8 and 64

# d3d11.maxTessFactor = 0


# Enables relaxed pipeline barriers around UAV writes.
# 
# This may improve performance in some games, but may also introduce
# rendering issues. Please don't report bugs with the option enabled.
#
# Supported values: True, False

# d3d11.relaxedBarriers = False


# Ignores barriers around UAV writes from fragment shaders.
#
# This may improve performance in some games, but may also introduce
# rendering issues. Please don't report bugs with the option enabled.
#
# Supported values: True, False

# d3d11.ignoreGraphicsBarriers = False


# Overrides anisotropic filtering for all samplers. Set this to a positive
# value to enable AF for all samplers in the game, or to 0 in order to
# disable AF entirely. Negative values will have no effect.
# 
# Supported values: Any number between 0 and 16

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


# Changes the mipmap LOD bias for all samplers. The given number will be
# added to the LOD bias provided by the application, rather than replacing
# it entirely. Positive values will reduce texture detail, while negative
# values may increase sharpness at the cost of shimmer.
#
# Supported values: Any number between -2.0 and 1.0

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


# Clamps any negative LOD bias to 0. Applies after samplerLodBias has been
# applied. May help with games that use a high negative LOD bias by default.
#
# Supported values: True, False

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


# Declares vertex positions as invariant in order to solve
# potential Z-fighting issues at a small performance cost.
#
# Supported values: True, False

# d3d11.invariantPosition = True
# 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
# d3d9.forceSampleRateShading = False


# Forces the sample count of all textures to 1, and performs
# the needed fixups in resolve operations and shaders.
#
# Supported values: True, False

# d3d11.disableMsaa = False


# Clears workgroup memory in compute shaders to zero. Some games don't do
# this and rely on undefined behaviour. Enabling may reduce performance.
#
# 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 = ""


# Force-enables the D3D11 context lock via the ID3D10Multithread
# interface. This may be useful to debug race conditions.
#
# Supported values: True, False

# d3d11.enableContextLock = False