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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 = 0x282
  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", "stretched_ar_crt",
  18. ; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
  19. ;
  20. ;InheritColorProfileInFullScreenMode:
  21. ; Enabled by default and can only be disabled only when a D3D11 output API
  22. ; is explicitly selected. Disabled case is intended for avoiding extra
  23. ; rendering resources on old hardware for better performance, if required.
  24.  
  25. OutputAPI = bestavailable
  26. Adapters = all
  27. FullScreenOutput = default
  28. FullScreenMode = true
  29. ScalingMode = stretched_4_3
  30. ProgressiveScanlineOrder = false
  31. EnumerateRefreshRates = false
  32.  
  33. Brightness = 100
  34. Color = 100
  35. Contrast = 100
  36. InheritColorProfileInFullScreenMode = true
  37.  
  38. KeepWindowAspectRatio = true
  39. CaptureMouse = true
  40. CenterAppWindow = false
  41.  
  42. ;--------------------------------------------------------------------------
  43.  
  44. [GeneralExt]
  45.  
  46. ; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
  47. ; Useful for rare applications that pre-set the desktop to other than the native
  48. ; resolution before dgVoodoo gets in action. Only the compact format can be used here,
  49. ; and applies to all outputs of the desktop.
  50. ; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
  51. ; (8, 16, 32)
  52. ; DeframerSize: When resolution is forced to other than the app default then
  53. ; a black frame is drawn around the output image coming from a wrapped API
  54. ; to remove scaling artifacts -
  55. ; frame thickness can be defined in pixels (max 16, 0 = disable)
  56. ; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
  57. ; Always done by nearest point filtering, independent on scaling mode
  58. ; (0 = max available)
  59. ; Separate factors can be defined for horizontal and vertical scaling
  60. ; by subproperties, e.g.
  61. ; ImageScaleFactor = x:3, y:2
  62. ; CursorScaleFactor: Integer factor for scaling the emulated hardware mouse (max 16)
  63. ; (0 = automatic, 1 = no scale, 2 = double scale, ...)
  64. ; DisplayROI: Display region of interest
  65. ; If scaling is done by the dgVoodoo then you can define a subrect of the
  66. ; output image, coming from a wrapped API, to be displayed. The defined subrect
  67. ; is mapped to the display output according to the current scaling mode
  68. ; It can be useful for applications rendering a widescreen subimage into a 4:3
  69. ; resolution; in this case you can scale up that subimage to (nearly) fill the
  70. ; whole screen on a widescreen monitor.
  71. ; DisplayROI empty value means the whole image.
  72. ; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
  73. ; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
  74. ; Examples: DisplayROI = 16_9, pos:centered
  75. ; DisplayROI = (320|200), pos:(10|10)
  76. ; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
  77. ; you can choose which filter is to be used for resampling the output image
  78. ; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
  79. ; PresentationModel: Low-level swapchain swap effect: if you know what you are doing then it can be
  80. ; overridden here. Flip models are better suited for modern OS features like auto HDR,
  81. ; while plain legacy models provide the best presentation performance under ideal conditions
  82. ; Not all model + output API + OS version combinations are supported.
  83. ; "auto", "discard", "seq", "flip_discard", "flip_seq"
  84. ; ColorSpace: Color space of the swap chain:
  85. ; "appdriven" - an application can choose argb2101010 through D3D9, but it means
  86. ; the legacy argb8888_srgb in any other case
  87. ; "argb8888_srgb" - Legacy 32 bit output for SDR displays
  88. ; "argb2101010_sdr" - 32 bit extended precision for SDR displays
  89. ; "argb2101010_sdr_wcg" - Wide Color Gamut format for SDR displays (available from Windows 11 22H2)
  90. ; "argb16161616_hdr" - Float16 HDR output (available from Windows 10 1709)
  91. ; FreeMouse: If true then physical mouse is free to move inside the game window
  92. ; when using emulated scaling and/or application and forced resolution
  93. ; differs; can be useful when a game relies on the physical window size
  94. ; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
  95. ; "borderless" - forces the app window not have any border
  96. ; "alwaysontop" - forces the app window into the top-most band
  97. ; "fullscreensize" - forces the app window to be full screen size with image scaling inside
  98. ; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas):
  99. ; "fake" - forces fake fullscreen mode with a screen-size window
  100. ; FPSLimit: An integer or rational (fractional) value, 0 = unlimited
  101. ; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
  102. ; or can be set to 'DosBox' or 'QEmu'.
  103. ; SystemHookFlags: You can define which part of the system should be hooked (x86-DX only):
  104. ; "gdi" - for showing graphical contents rendered through GDI
  105. ; (like movie playback through the ancient Windows Multimedia AVI player library)
  106. ; "cursor" - for suppressing double-cursor symptoms when the cursor is emulated
  107.  
  108. DesktopResolution =
  109. DesktopBitDepth =
  110. DeframerSize = 1
  111. ImageScaleFactor = 0
  112. CursorScaleFactor = 0
  113. DisplayROI =
  114. Resampling = lanczos-3
  115. PresentationModel = auto
  116. ColorSpace = appdriven
  117. FreeMouse = true
  118. WindowedAttributes = Borderless, AlwaysOnTop, FullscreenSize
  119. FullscreenAttributes = Fake
  120. FPSLimit = 0
  121. Environment =
  122. SystemHookFlags = GDI, Cursor
  123.  
  124. ;--------------------------------------------------------------------------
  125.  
  126. [Glide]
  127.  
  128. ; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
  129. ; OnboardRAM: in MBs
  130. ; MemorySizeOfTMU: in kBs
  131. ; TMUFiltering: "appdriven", "pointsampled", "bilinear"
  132. ;
  133. ; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%dx",
  134. ; "max_%dx", "max_isf_%dx", "max_fhd_%dx", "max_fhd_isf_%d"x, "max_qhd_%dx", "max_qhd_isf_%dx", "desktop_%dx"
  135. ; or subproperties: h: horizontal, v: vertical
  136. ; + optional subproperty refrate: refresh rate in Hz
  137. ; e.g. Resolution = max, refrate:60
  138. ; Resolution = 2x, refrate:59
  139. ; Resolution = h:1280, v:1024, refrate:75
  140. ; Resolution = max_2x
  141. ; or just use the compact form like "1024x768@60" or "512x384"
  142. ;
  143. ;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
  144.  
  145. VideoCard = voodoo_2
  146. OnboardRAM = 8
  147. MemorySizeOfTMU = 4096
  148. NumberOfTMUs = 2
  149. TMUFiltering = appdriven
  150. DisableMipmapping = false
  151. Resolution = unforced
  152. Antialiasing = appdriven
  153.  
  154. EnableGlideGammaRamp = true
  155. ForceVerticalSync = true
  156. ForceEmulatingTruePCIAccess = false
  157. 16BitDepthBuffer = false
  158. 3DfxWatermark = true
  159. 3DfxSplashScreen = false
  160. PointcastPalette = false
  161. EnableInactiveAppState = false
  162.  
  163.  
  164. ;--------------------------------------------------------------------------
  165.  
  166. [GlideExt]
  167.  
  168. ; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
  169. ; Dithering: "disabled", "appdriven", "forcealways"
  170. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  171. ; 1 = normal, 2 = double size, etc.
  172. ; 0 = automatic (the aim is to have some retro feel&look)
  173.  
  174. DitheringEffect = pure32bit
  175. Dithering = forcealways
  176. DitherOrderedMatrixSizeScale = 0
  177.  
  178. ;--------------------------------------------------------------------------
  179.  
  180. [DirectX]
  181.  
  182. ; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
  183. ; "matrox_parhelia-512", "geforce_fx_5700_ultra", "geforce_9800_gt"
  184. ; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
  185. ; Filtering: "appdriven", "pointsampled", "bilinear", "pointmip", "linearmip", "trilinear"
  186. ; or the integer value of an anisotropic filtering level (1-16)
  187. ; Mipmapping: "appdriven", "disabled", "autogen_point", "autogen_bilinear"
  188. ; KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures
  189. ; Bilinear2DOperations: if enabled then DirectDraw Blit and CPU-written data is transferred with bilinear scaling
  190.  
  191. DisableAndPassThru = false
  192.  
  193. VideoCard = svga
  194. VRAM = 128
  195. Filtering = 16
  196. Mipmapping = appdriven
  197. KeepFilterIfPointSampled = true
  198. Resolution = max_fhd_isf
  199. Antialiasing = 8x
  200.  
  201. AppControlledScreenMode = true
  202. DisableAltEnterToToggleScreenMode = true
  203.  
  204. Bilinear2DOperations = false
  205. PhongShadingWhenPossible = false
  206. ForceVerticalSync = false
  207. dgVoodooWatermark = false
  208. FastVideoMemoryAccess = false
  209.  
  210. ;--------------------------------------------------------------------------
  211.  
  212. [DirectXExt]
  213.  
  214. ; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
  215. ; You can define what type of driver version and vendor id's the wrapper should report to
  216. ; the application; Some games rely on that information so it can be useful for them
  217. ; Can be defined only for SVGA and Internal3D card types; the others have their own wired
  218. ; information
  219.  
  220. ; VendorID, DeviceID, SubsystemID, RevisionID:
  221. ; Can be defined only for SVGA and Internal3D card types
  222. ; You can overwrite these properties even if a non-default AdapterIDType is defined;
  223. ; say, you defined an nvidia id type but would like to refine the vendor id
  224.  
  225. ; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
  226. ; "all", "classics", "none"
  227.  
  228. ; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
  229. ; enumerated to the application as display adapter supported ones -
  230. ; can be useful if an app supports rendering at arbitrary resolutions
  231. ; and you have a particular favorite resolution that are not
  232. ; enumerated to the application by default
  233. ; you can either use the compact resolution format here, or
  234. ; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
  235. ; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
  236. ; meaning the maximum resolution with the given aspect ratio calculated from
  237. ; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
  238.  
  239. ; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
  240. ; any subset of {"8", "16", "32"}, or "all"
  241.  
  242. ; DitheringEffect: "high_quality", "ordered2x2", "ordered4x4"
  243. ; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
  244. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  245. ; 1 = normal, 2 = double size, etc.
  246. ; 0 = automatic
  247. ; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
  248. ; "appdriven", "forcemin24bit", "force32bit"
  249. ; Default3DRenderFormat: default format of 3D rendering
  250. ; "auto", "argb8888", "argb2101010", "argb16161616"
  251. ; auto corresponds to the selected color space
  252. ; argb2101010 has the benefit that it is still 32 bit but it can corrupt the rendering
  253. ; because of the lowered alpha bits, not recommended
  254.  
  255. ; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
  256. ; Can be defined only for SVGA and Internal3D card types
  257. ; Valid values are 256 (default), 512 or 1024
  258.  
  259. ; NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9)
  260. ; 0 = app driven
  261. ; 1 = disable
  262. ; 2 to 8 = a forced tesselation level
  263. ; Altough tesselation works with all vertex shader versions, you can force level higher than 1
  264. ; only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons
  265. ; (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway)
  266.  
  267. ; DisplayOutputEnableMask: Each bit in this 32 bit value corresponds to a display output. Display outputs of the adapters are numbered
  268. ; sequentially. If Adapter0 has n display outputs and Adapter1 has m display outputs attached then the lowest
  269. ; n bits match Adapter0 display outputs, the next m bits match Adapter1 outputs, and so on. The lowest bit
  270. ; in a group corresponds to Output0. If a bit value is 0 then the display output is disabled for the device
  271. ; enumeration, in other words, it is invisible to the application. It can be useful for D3D9 multihead-
  272. ; or very special applications where you want to enable only individual displays on your monitor wall.
  273.  
  274. ; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
  275. ; (some applications check for them and they fail)
  276.  
  277. ; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
  278. ; applied also to rendertarget textures
  279. ; Set it to false for games requiring pixel-precise rendering
  280. ; but be careful it can EASILY break certain things, not recommended
  281.  
  282. ; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
  283. ; when they are sampled
  284.  
  285. ; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
  286. ; the DirectX device; can be useful for games that don't expect rendering window changes
  287. ; during initialization and crash
  288.  
  289. ; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
  290. ; If false then each change is instantly presented (debug-like mode)
  291.  
  292. ; SuppressAMDBlacklist: Some AMD GPU models are blacklisted to workaround the solid-color-textures driver issue
  293. ; You can suppress it to check out if the problem is fixed in your current driver
  294.  
  295. AdapterIDType =
  296. VendorID =
  297. DeviceID =
  298. SubsystemID =
  299. RevisionID =
  300.  
  301. DefaultEnumeratedResolutions = all
  302. ExtraEnumeratedResolutions =
  303. EnumeratedResolutionBitdepths = all
  304.  
  305. DitheringEffect = high_quality
  306. Dithering = forcealways
  307. DitherOrderedMatrixSizeScale = 0
  308. DepthBuffersBitDepth = appdriven
  309. Default3DRenderFormat = argb8888
  310.  
  311. MaxVSConstRegisters = 256
  312.  
  313. NPatchTesselationLevel = 0
  314.  
  315. DisplayOutputEnableMask = 0xffffffff
  316.  
  317. MSD3DDeviceNames = false
  318. RTTexturesForceScaleAndMSAA = true
  319. SmoothedDepthSampling = true
  320. DeferredScreenModeSwitch = false
  321. PrimarySurfaceBatchedUpdate = false
  322. SuppressAMDBlacklist = false
  323.  
  324. ;--------------------------------------------------------------------------
  325.  
  326. [Debug]
  327.  
  328. ; This section affects only debug/spec release builds
  329. ;
  330. ; Info, Warning, Error
  331. ; "Disable" - disables all messages and debugger break
  332. ; "Enable" - enables messages and disables debugger break
  333. ; "EnableBreak" - enables both messages and breaking into debugger
  334. ;
  335. ; MaxTraceLevel: Maximum level of tracing API calls
  336. ; 0 - Disable
  337. ; 1 - API Functions and methods
  338. ; 2 - Additional trace info for internals
  339. ;
  340. ; LogToFile: if false or debugger is detected then output goes to the debug output
  341. ; if true and no debugger detected then output goes to 'dgVoodoo.log'
  342. ; (not implemented yet, always the default debug output is used)
  343.  
  344. Info = enable
  345. Warning = enable
  346. Error = enable
  347. MaxTraceLevel = 0
  348.  
  349. ;LogToFile = false
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