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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 = 0x276
  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 = centered
  30. ProgressiveScanlineOrder = false
  31. EnumerateRefreshRates = false
  32.  
  33. Brightness = 100
  34. Color = 100
  35. Contrast = 100
  36. InheritColorProfileInFullScreenMode = true
  37.  
  38. KeepWindowAspectRatio = false
  39. CaptureMouse = true
  40. CenterAppWindow = true
  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. ; FreeMouse: If true then physical mouse is free to move inside the game window
  80. ; when using emulated scaling and/or application and forced resolution
  81. ; differs; can be useful when a game relies on the physical window size
  82. ; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
  83. ; "borderless" - forces the app window not have any border
  84. ; "alwaysontop" - forces the app window into the top-most band
  85. ; "fullscreensize" - forces the app window to be full screen size with image scaling inside
  86. ; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas):
  87. ; "fake" - forces fake fullscreen mode with a screen-size window
  88. ; FPSLimit: An integer or rational (fractional) value, 0 = unlimited
  89. ; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
  90. ; or can be set to 'DosBox' or 'QEmu'.
  91. ; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents
  92. ; (like movie playback through the ancient Windows Multimedia AVI player library)
  93. ; rendered through GDI - experimental feature, for the time being it's implemented
  94. ; only for DX emulation
  95.  
  96. DesktopResolution = 1920x1080@60
  97. DesktopBitDepth = 32
  98. DeframerSize = 1
  99. ImageScaleFactor = 1
  100. CursorScaleFactor = 0
  101. DisplayROI =
  102. Resampling = bilinear
  103. FreeMouse = false
  104. WindowedAttributes =
  105. FullscreenAttributes =
  106. FPSLimit = 30
  107. Environment =
  108. EnableGDIHooking = false
  109.  
  110. ;--------------------------------------------------------------------------
  111.  
  112. [Glide]
  113.  
  114. ; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
  115. ; OnboardRAM: in MBs
  116. ; MemorySizeOfTMU: in kBs
  117. ; TMUFiltering: "appdriven", "pointsampled", "bilinear"
  118. ;
  119. ; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%d x"
  120. ; or subproperties: h: horizontal, v: vertical
  121. ; + optional subproperty refrate: refresh rate in Hz
  122. ; e.g. Resolution = max, refrate:60
  123. ; Resolution = 2x, refrate:59
  124. ; Resolution = h:1280, v:1024, refrate:75
  125. ; or just use the compact form like "1024x768@60" or "512x384"
  126. ;
  127. ;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
  128.  
  129. VideoCard = voodoo_2
  130. OnboardRAM = 8
  131. MemorySizeOfTMU = 4096
  132. NumberOfTMUs = 2
  133. TMUFiltering = appdriven
  134. DisableMipmapping = false
  135. Resolution = 1440x1080@60
  136. Antialiasing = 4x
  137.  
  138. EnableGlideGammaRamp = true
  139. ForceVerticalSync = true
  140. ForceEmulatingTruePCIAccess = false
  141. 16BitDepthBuffer = false
  142. 3DfxWatermark = false
  143. 3DfxSplashScreen = false
  144. PointcastPalette = false
  145. EnableInactiveAppState = false
  146.  
  147.  
  148. ;--------------------------------------------------------------------------
  149.  
  150. [GlideExt]
  151.  
  152. ; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
  153. ; Dithering: "disabled", "appdriven", "forcealways"
  154. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  155. ; 1 = normal, 2 = double size, etc.
  156. ; 0 = automatic (the aim is to have some retro feel&look)
  157.  
  158. DitheringEffect = pure32bit
  159. Dithering = forcealways
  160. DitherOrderedMatrixSizeScale = 0
  161.  
  162. ;--------------------------------------------------------------------------
  163.  
  164. [DirectX]
  165.  
  166. ; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
  167. ; "matrox_parhelia-512", "geforce_fx_5700_ultra"
  168. ; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
  169. ; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
  170. ; or the integer value of an anisotropic filtering level (1-16)
  171. ; KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures
  172.  
  173. DisableAndPassThru = false
  174.  
  175. VideoCard = internal3D
  176. VRAM = 256
  177. Filtering = appdriven
  178. KeepFilterIfPointSampled = false
  179. DisableMipmapping = false
  180. Resolution = unforced
  181. Antialiasing = appdriven
  182.  
  183. AppControlledScreenMode = true
  184. DisableAltEnterToToggleScreenMode = true
  185.  
  186. BilinearBlitStretch = false
  187. PhongShadingWhenPossible = false
  188. ForceVerticalSync = false
  189. dgVoodooWatermark = false
  190. FastVideoMemoryAccess = false
  191.  
  192. ;--------------------------------------------------------------------------
  193.  
  194. [DirectXExt]
  195.  
  196. ; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
  197. ; You can define what type of driver version and vendor id's the wrapper should report to
  198. ; the application; Some games rely on that information so it can be useful for them
  199. ; Can be defined only for SVGA and Internal3D card types; the others have their own wired
  200. ; information
  201.  
  202. ; VendorID, DeviceID, SubsystemID, RevisionID:
  203. ; Can be defined only for SVGA and Internal3D card types
  204. ; You can overwrite these properties even if a non-default AdapterIDType is defined;
  205. ; say, you defined an nvidia id type but would like to refine the vendor id
  206.  
  207. ; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
  208. ; "all", "classics", "none"
  209.  
  210. ; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
  211. ; enumerated to the application as display adapter supported ones -
  212. ; can be useful if an app supports rendering at arbitrary resolutions
  213. ; and you have a particular favorite resolution that are not
  214. ; enumerated to the application by default
  215. ; you can either use the compact resolution format here, or
  216. ; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
  217. ; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
  218. ; meaning the maximum resolution with the given aspect ratio calculated from
  219. ; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
  220.  
  221. ; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
  222. ; any subset of {"8", "16", "32"}, or "all"
  223.  
  224. ; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
  225. ; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
  226. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  227. ; 1 = normal, 2 = double size, etc.
  228. ; 0 = automatic
  229. ; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
  230. ; "appdriven", "forcemin24bit", "force32bit"
  231. ; Default3DRenderFormat: default format of 3D rendering
  232. ; argb2101010 gives higher dynamic range but it can break the rendering
  233. ; "argb8888", "argb2101010"
  234.  
  235. ; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
  236. ; Can be defined only for SVGA and Internal3D card types
  237. ; Valid values are 256 (default), 512 or 1024
  238.  
  239. ; NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9)
  240. ; 0 = app driven
  241. ; 1 = disable
  242. ; 2 to 8 = a forced tesselation level
  243. ; Altough tesselation works with all vertex shader versions, you can force level higher than 1
  244. ; only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons
  245. ; (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway)
  246.  
  247. ; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
  248. ; (some applications check for them and they fail)
  249.  
  250. ; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
  251. ; applied also to rendertarget textures
  252. ; Set it to false for games requiring pixel-precise rendering
  253. ; but be careful it can EASILY break certain things, not recommended
  254.  
  255. ; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
  256. ; when they are sampled
  257.  
  258. ; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
  259. ; the DirectX device; can be useful for games that don't expect rendering window changes
  260. ; during initialization and crash
  261.  
  262. ; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
  263. ; If false then each change is instantly presented (debug-like mode)
  264.  
  265. ; EnableSpecializedShaders: If true then D3D libraries uses dynamically generated specialized FF vertex shaders for better performance
  266. ; If false then the general shaders are used instead like in previous versions
  267. ; This is intended to be a transitioning option, to be removed later
  268.  
  269. AdapterIDType =
  270. VendorID =
  271. DeviceID =
  272. SubsystemID =
  273. RevisionID =
  274.  
  275. DefaultEnumeratedResolutions = all
  276. ExtraEnumeratedResolutions =
  277. EnumeratedResolutionBitdepths = all
  278.  
  279. DitheringEffect = pure32bit
  280. Dithering = forcealways
  281. DitherOrderedMatrixSizeScale = 0
  282. DepthBuffersBitDepth = appdriven
  283. Default3DRenderFormat = argb8888
  284.  
  285. MaxVSConstRegisters = 256
  286.  
  287. NPatchTesselationLevel = 0
  288.  
  289. MSD3DDeviceNames = false
  290. RTTexturesForceScaleAndMSAA = true
  291. SmoothedDepthSampling = true
  292. DeferredScreenModeSwitch = false
  293. PrimarySurfaceBatchedUpdate = false
  294. EnableSpecializedShaders = true
  295.  
  296. ;--------------------------------------------------------------------------
  297.  
  298. [Debug]
  299.  
  300. ; This section affects only debug/spec release builds
  301. ;
  302. ; Info, Warning, Error
  303. ; "Disable" - disables all messages and debugger break
  304. ; "Enable" - enables messages and disables debugger break
  305. ; "EnableBreak" - enables both messages and breaking into debugger
  306. ;
  307. ; MaxTraceLevel: Maximum level of tracing API calls
  308. ; 0 - Disable
  309. ; 1 - API Functions and methods
  310. ; 2 - Additional trace info for internals
  311. ;
  312. ; LogToFile: if false or debugger is detected then output goes to the debug output
  313. ; if true and no debugger detected then output goes to 'dgVoodoo.log'
  314. ; (not implemented yet, always the default debug output is used)
  315.  
  316. Info = enable
  317. Warning = enable
  318. Error = enable
  319. MaxTraceLevel = 0
  320.  
  321. ;LogToFile = false
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