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DgVoodoo2 Jane's FA

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  1. ;==========================================================================
  2. ; === Text based config file for dgVoodoo2
  3. ; === Use this file if you are a game modder/hacker or an experted user and
  4. ; want to modify some advanced properties not available via the CPL.
  5. ;==========================================================================
  6.  
  7. Version = 0x270
  8.  
  9. ;--------------------------------------------------------------------------
  10.  
  11. [General]
  12.  
  13. ; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0",
  14. ; "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable"
  15. ; Adapters: "all", or the ordinal of the adapter (1, ...)
  16. ;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
  17. ; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",
  18. ; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
  19.  
  20. OutputAPI = bestavailable
  21. Adapters = all
  22. FullScreenOutput = default
  23. FullScreenMode = false
  24. ScalingMode = stretched_ar
  25. ProgressiveScanlineOrder = false
  26. EnumerateRefreshRates = false
  27.  
  28. Brightness = 100
  29. Color = 100
  30. Contrast = 100
  31. InheritColorProfileInFullScreenMode = false
  32.  
  33. KeepWindowAspectRatio = true
  34. CaptureMouse = true
  35. CenterAppWindow = false
  36.  
  37. ;--------------------------------------------------------------------------
  38.  
  39. [GeneralExt]
  40.  
  41. ; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
  42. ; Useful for rare applications that pre-set the desktop to other than the native
  43. ; resolution before dgVoodoo gets in action. Only the compact format can be used here,
  44. ; and applies to all outputs of the desktop.
  45. ; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
  46. ; (8, 16, 32)
  47. ; DeframerSize: When resolution is forced to other than the app default then
  48. ; a black frame is drawn around the output image coming from a wrapped API
  49. ; to remove scaling artifacts -
  50. ; frame thickness can be defined in pixels (max 16, 0 = disable)
  51. ; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
  52. ; Always done by nearest point filtering, independent on scaling mode
  53. ; (0 = max available)
  54. ; Separate factors can be defined for horizontal and vertical scaling
  55. ; by subproperties, e.g.
  56. ; ImageScaleFactor = x:3, y:2
  57. ; DisplayROI: Display region of interest
  58. ; If scaling is done by the dgVoodoo then you can define a subrect of the
  59. ; output image, coming from a wrapped API, to be displayed. The defined subrect
  60. ; is mapped to the display output according to the current scaling mode
  61. ; It can be useful for applications rendering a widescreen subimage into a 4:3
  62. ; resolution; in this case you can scale up that subimage to (nearly) fill the
  63. ; whole screen on a widescreen monitor.
  64. ; DisplayROI empty value means the whole image.
  65. ; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
  66. ; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
  67. ; Examples: DisplayROI = 16_9, pos:centered
  68. ; DisplayROI = (320|200), pos:(10|10)
  69. ; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
  70. ; you can choose which filter is to be used for resampling the output image
  71. ; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
  72. ; FreeMouse: If true then physical mouse is free to move inside the game window
  73. ; when using emulated scaling and/or application and forced resolution
  74. ; differs; can be useful when a game relies on the physical window size
  75. ; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
  76. ; "borderless" - forces the app window not have any border
  77. ; "alwaysontop" - forces the app window into the top-most band
  78. ; "fullscreensize" - forces the app window to be full screen size with image scaling inside
  79. ; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
  80. ; or can be set to 'DosBox' or 'QEmu'.
  81. ; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents
  82. ; (like movie playback through the ancient Windows Multimedia AVI player library)
  83. ; rendered through GDI - experimental feature, for the time being it's implemented
  84. ; only for DX emulation
  85.  
  86. DesktopResolution =
  87. DesktopBitDepth = 32
  88. DeframerSize = 1
  89. ImageScaleFactor = 0
  90. DisplayROI =
  91. Resampling = lanczos-3
  92. FreeMouse = false
  93. WindowedAttributes =
  94. Environment =
  95. EnableGDIHooking = true
  96.  
  97. ;--------------------------------------------------------------------------
  98.  
  99. [Glide]
  100.  
  101. ; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
  102. ; OnboardRAM: in MBs
  103. ; MemorySizeOfTMU: in kBs
  104. ; TMUFiltering: "appdriven", "pointsampled", "bilinear"
  105. ;
  106. ; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"
  107. ; or subproperties: h: horizontal, v: vertical
  108. ; + optional subproperty refrate: refresh rate in Hz
  109. ; e.g. Resolution = max, refrate:60
  110. ; Resolution = 2x, refrate:59
  111. ; Resolution = h:1280, v:1024, refrate:75
  112. ; or just use the compact form like "1024x768@60" or "512x384"
  113. ;
  114. ;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
  115.  
  116. VideoCard = voodoo_2
  117. OnboardRAM = 8
  118. MemorySizeOfTMU = 4096
  119. NumberOfTMUs = 2
  120. TMUFiltering = appdriven
  121. DisableMipmapping = false
  122. Resolution = unforced
  123. Antialiasing = appdriven
  124.  
  125. EnableGlideGammaRamp = true
  126. ForceVerticalSync = true
  127. ForceEmulatingTruePCIAccess = false
  128. 16BitDepthBuffer = false
  129. 3DfxWatermark = true
  130. 3DfxSplashScreen = false
  131. PointcastPalette = false
  132. EnableInactiveAppState = false
  133.  
  134.  
  135. ;--------------------------------------------------------------------------
  136.  
  137. [GlideExt]
  138.  
  139. ; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
  140. ; Dithering: "disabled", "appdriven", "forcealways"
  141. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  142. ; 1 = normal, 2 = double size, etc.
  143. ; 0 = automatic (the aim is to have some retro feel&look)
  144.  
  145. DitheringEffect = pure32bit
  146. Dithering = forcealways
  147. DitherOrderedMatrixSizeScale = 0
  148.  
  149. ;--------------------------------------------------------------------------
  150.  
  151. [DirectX]
  152.  
  153. ; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
  154. ; "matrox_parhelia-512", "geforce_fx_5700_ultra"
  155. ; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
  156. ; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
  157. ; or the integer value of an anisotropic filtering level (1-16)
  158.  
  159. DisableAndPassThru = false
  160.  
  161. VideoCard = svga
  162. VRAM = 64
  163. Filtering = appdriven
  164. DisableMipmapping = false
  165. Resolution = unforced
  166. Antialiasing = off
  167.  
  168. AppControlledScreenMode = true
  169. DisableAltEnterToToggleScreenMode = true
  170.  
  171. BilinearBlitStretch = false
  172. PhongShadingWhenPossible = false
  173. ForceVerticalSync = false
  174. dgVoodooWatermark = false
  175. FastVideoMemoryAccess = false
  176.  
  177. ;--------------------------------------------------------------------------
  178.  
  179. [DirectXExt]
  180.  
  181. ; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
  182. ; You can define what type of driver version and vendor id's the wrapper should report to
  183. ; the application; Some games rely on that information so it can be useful for them
  184. ; Can be defined only for SVGA and Internal3D card types; the others have their own wired
  185. ; information
  186.  
  187. ; VendorID, DeviceID, SubsystemID, RevisionID:
  188. ; Can be defined only for SVGA and Internal3D card types
  189. ; You can overwrite these properties even if a non-default AdapterIDType is defined;
  190. ; say, you defined an nvidia id type but would like to refine the vendor id
  191.  
  192. ; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
  193. ; "all", "classics", "none"
  194.  
  195. ; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
  196. ; enumerated to the application as display adapter supported ones -
  197. ; can be useful if an app supports rendering at arbitrary resolutions
  198. ; and you have a particular favorite resolution that are not
  199. ; enumerated to the application by default
  200. ; you can either use the compact resolution format here, or
  201. ; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
  202. ; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
  203. ; meaning the maximum resolution with the given aspect ratio calculated from
  204. ; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
  205.  
  206. ; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
  207. ; any subset of {"8", "16", "32"}, or "all"
  208.  
  209. ; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
  210. ; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
  211. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  212. ; 1 = normal, 2 = double size, etc.
  213. ; 0 = automatic
  214. ; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
  215. ; "appdriven", "forcemin24bit", "force32bit"
  216.  
  217. ; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
  218. ; Can be defined only for SVGA and Internal3D card types
  219. ; Valid values are 256 (default), 512 or 1024
  220.  
  221. ; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
  222. ; (some applications check for them and they fail)
  223.  
  224. ; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
  225. ; applied also to rendertarget textures
  226. ; Set it to false for games requiring pixel-precise rendering
  227. ; but be careful it can EASILY break certain things, not recommended
  228.  
  229. ; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
  230. ; when they are sampled
  231.  
  232. ; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
  233. ; the DirectX device; can be useful for games that don't expect rendering window changes
  234. ; during initialization and crash
  235.  
  236. ; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
  237. ; If false then each change is instantly presented (debug-like mode)
  238.  
  239. AdapterIDType =
  240. VendorID =
  241. DeviceID =
  242. SubsystemID =
  243. RevisionID =
  244.  
  245. DefaultEnumeratedResolutions = all
  246. ExtraEnumeratedResolutions =
  247. EnumeratedResolutionBitdepths = all
  248.  
  249. DitheringEffect = pure32bit
  250. Dithering = forcealways
  251. DitherOrderedMatrixSizeScale = 0
  252. DepthBuffersBitDepth = appdriven
  253.  
  254. MaxVSConstRegisters = 256
  255.  
  256. MSD3DDeviceNames = false
  257. RTTexturesForceScaleAndMSAA = true
  258. SmoothedDepthSampling = true
  259. DeferredScreenModeSwitch = false
  260. PrimarySurfaceBatchedUpdate = false
  261.  
  262. ;--------------------------------------------------------------------------
  263.  
  264. [Debug]
  265.  
  266. ; This section affects only debug/spec release builds
  267. ;
  268. ; Info, Warning, Error
  269. ; "Disable" - disables all messages and debugger break
  270. ; "Enable" - enables messages and disables debugger break
  271. ; "EnableBreak" - enables both messages and breaking into debugger
  272. ;
  273. ; MaxTraceLevel: Maximum level of tracing API calls
  274. ; 0 - Disable
  275. ; 1 - API Functions and methods
  276. ; 2 - Additional trace info for internals
  277. ;
  278. ; LogToFile: if false or debugger is detected then output goes to the debug output
  279. ; if true and no debugger detected then output goes to 'dgVoodoo.log'
  280. ; (not implemented yet, always the default debug output is used)
  281.  
  282. Info = enable
  283. Warning = enable
  284. Error = enable
  285. MaxTraceLevel = 0
  286.  
  287. LogToFile = false
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