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dgvoodoo2 config

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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 = 0x279
  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_crt
  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. ; FreeMouse: If true then physical mouse is free to move inside the game window
  85. ; when using emulated scaling and/or application and forced resolution
  86. ; differs; can be useful when a game relies on the physical window size
  87. ; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
  88. ; "borderless" - forces the app window not have any border
  89. ; "alwaysontop" - forces the app window into the top-most band
  90. ; "fullscreensize" - forces the app window to be full screen size with image scaling inside
  91. ; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas):
  92. ; "fake" - forces fake fullscreen mode with a screen-size window
  93. ; FPSLimit: An integer or rational (fractional) value, 0 = unlimited
  94. ; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
  95. ; or can be set to 'DosBox' or 'QEmu'.
  96. ; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents
  97. ; (like movie playback through the ancient Windows Multimedia AVI player library)
  98. ; rendered through GDI - experimental feature, for the time being it's implemented
  99. ; only for DX emulation
  100.  
  101. DesktopResolution =
  102. DesktopBitDepth =
  103. DeframerSize = 1
  104. ImageScaleFactor = 1
  105. CursorScaleFactor = 0
  106. DisplayROI =
  107. Resampling = bilinear
  108. PresentationModel = auto
  109. FreeMouse = false
  110. WindowedAttributes =
  111. FullscreenAttributes =
  112. FPSLimit = 0
  113. Environment =
  114. EnableGDIHooking = false
  115.  
  116. ;--------------------------------------------------------------------------
  117.  
  118. [Glide]
  119.  
  120. ; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
  121. ; OnboardRAM: in MBs
  122. ; MemorySizeOfTMU: in kBs
  123. ; TMUFiltering: "appdriven", "pointsampled", "bilinear"
  124. ;
  125. ; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%dx",
  126. ; "max_%dx", "max_isf_%dx", "max_fhd_%dx", "max_fhd_isf_%d"x, "max_qhd_%dx", "max_qhd_isf_%dx", "desktop_%dx"
  127. ; or subproperties: h: horizontal, v: vertical
  128. ; + optional subproperty refrate: refresh rate in Hz
  129. ; e.g. Resolution = max, refrate:60
  130. ; Resolution = 2x, refrate:59
  131. ; Resolution = h:1280, v:1024, refrate:75
  132. ; Resolution = max_2x
  133. ; or just use the compact form like "1024x768@60" or "512x384"
  134. ;
  135. ;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
  136.  
  137. VideoCard = voodoo_2
  138. OnboardRAM = 8
  139. MemorySizeOfTMU = 4096
  140. NumberOfTMUs = 2
  141. TMUFiltering = appdriven
  142. DisableMipmapping = false
  143. Resolution = max_qhd_isf
  144. Antialiasing = 8x
  145.  
  146. EnableGlideGammaRamp = false
  147. ForceVerticalSync = true
  148. ForceEmulatingTruePCIAccess = true
  149. 16BitDepthBuffer = false
  150. 3DfxWatermark = false
  151. 3DfxSplashScreen = false
  152. PointcastPalette = true
  153. EnableInactiveAppState = true
  154.  
  155.  
  156. ;--------------------------------------------------------------------------
  157.  
  158. [GlideExt]
  159.  
  160. ; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
  161. ; Dithering: "disabled", "appdriven", "forcealways"
  162. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  163. ; 1 = normal, 2 = double size, etc.
  164. ; 0 = automatic (the aim is to have some retro feel&look)
  165.  
  166. DitheringEffect = pure32bit
  167. Dithering = forcealways
  168. DitherOrderedMatrixSizeScale = 0
  169.  
  170. ;--------------------------------------------------------------------------
  171.  
  172. [DirectX]
  173.  
  174. ; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
  175. ; "matrox_parhelia-512", "geforce_fx_5700_ultra", "geforce_9800_gt"
  176. ; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
  177. ; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
  178. ; or the integer value of an anisotropic filtering level (1-16)
  179. ; KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures
  180.  
  181. DisableAndPassThru = false
  182.  
  183. VideoCard = svga
  184. VRAM = 64
  185. Filtering = 16
  186. KeepFilterIfPointSampled = false
  187. DisableMipmapping = false
  188. Resolution = max_qhd_isf
  189. Antialiasing = appdriven
  190.  
  191. AppControlledScreenMode = true
  192. DisableAltEnterToToggleScreenMode = true
  193.  
  194. BilinearBlitStretch = false
  195. PhongShadingWhenPossible = false
  196. ForceVerticalSync = true
  197. dgVoodooWatermark = false
  198. FastVideoMemoryAccess = false
  199.  
  200. ;--------------------------------------------------------------------------
  201.  
  202. [DirectXExt]
  203.  
  204. ; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
  205. ; You can define what type of driver version and vendor id's the wrapper should report to
  206. ; the application; Some games rely on that information so it can be useful for them
  207. ; Can be defined only for SVGA and Internal3D card types; the others have their own wired
  208. ; information
  209.  
  210. ; VendorID, DeviceID, SubsystemID, RevisionID:
  211. ; Can be defined only for SVGA and Internal3D card types
  212. ; You can overwrite these properties even if a non-default AdapterIDType is defined;
  213. ; say, you defined an nvidia id type but would like to refine the vendor id
  214.  
  215. ; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
  216. ; "all", "classics", "none"
  217.  
  218. ; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
  219. ; enumerated to the application as display adapter supported ones -
  220. ; can be useful if an app supports rendering at arbitrary resolutions
  221. ; and you have a particular favorite resolution that are not
  222. ; enumerated to the application by default
  223. ; you can either use the compact resolution format here, or
  224. ; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
  225. ; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
  226. ; meaning the maximum resolution with the given aspect ratio calculated from
  227. ; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
  228.  
  229. ; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
  230. ; any subset of {"8", "16", "32"}, or "all"
  231.  
  232. ; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
  233. ; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
  234. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  235. ; 1 = normal, 2 = double size, etc.
  236. ; 0 = automatic
  237. ; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
  238. ; "appdriven", "forcemin24bit", "force32bit"
  239. ; Default3DRenderFormat: default format of 3D rendering
  240. ; argb2101010 gives higher dynamic range but it can break the rendering
  241. ; "argb8888", "argb2101010"
  242.  
  243. ; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
  244. ; Can be defined only for SVGA and Internal3D card types
  245. ; Valid values are 256 (default), 512 or 1024
  246.  
  247. ; NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9)
  248. ; 0 = app driven
  249. ; 1 = disable
  250. ; 2 to 8 = a forced tesselation level
  251. ; Altough tesselation works with all vertex shader versions, you can force level higher than 1
  252. ; only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons
  253. ; (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway)
  254.  
  255. ; DisplayOutputEnableMask: Each bit in this 32 bit value corresponds to a display output. Display outputs of the adapters are numbered
  256. ; sequentially. If Adapter0 has n display outputs and Adapter1 has m display outputs attached then the lowest
  257. ; n bits match Adapter0 display outputs, the next m bits match Adapter1 outputs, and so on. The lowest bit
  258. ; in a group corresponds to Output0. If a bit value is 0 then the display output is disabled for the device
  259. ; enumeration, in other words, it is invisible to the application. It can be useful for D3D9 multihead-
  260. ; or very special applications where you want to enable only individual displays on your monitor wall.
  261.  
  262. ; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
  263. ; (some applications check for them and they fail)
  264.  
  265. ; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
  266. ; applied also to rendertarget textures
  267. ; Set it to false for games requiring pixel-precise rendering
  268. ; but be careful it can EASILY break certain things, not recommended
  269.  
  270. ; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
  271. ; when they are sampled
  272.  
  273. ; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
  274. ; the DirectX device; can be useful for games that don't expect rendering window changes
  275. ; during initialization and crash
  276.  
  277. ; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
  278. ; If false then each change is instantly presented (debug-like mode)
  279.  
  280. AdapterIDType =
  281. VendorID =
  282. DeviceID =
  283. SubsystemID =
  284. RevisionID =
  285.  
  286. DefaultEnumeratedResolutions = all
  287. ExtraEnumeratedResolutions =
  288. EnumeratedResolutionBitdepths = all
  289.  
  290. DitheringEffect = pure32bit
  291. Dithering = forcealways
  292. DitherOrderedMatrixSizeScale = 0
  293. DepthBuffersBitDepth = appdriven
  294. Default3DRenderFormat = argb8888
  295.  
  296. MaxVSConstRegisters = 256
  297.  
  298. NPatchTesselationLevel = 0
  299.  
  300. DisplayOutputEnableMask = 0xffffffff
  301.  
  302. MSD3DDeviceNames = false
  303. RTTexturesForceScaleAndMSAA = true
  304. SmoothedDepthSampling = true
  305. DeferredScreenModeSwitch = false
  306. PrimarySurfaceBatchedUpdate = false
  307.  
  308. ;--------------------------------------------------------------------------
  309.  
  310. [Debug]
  311.  
  312. ; This section affects only debug/spec release builds
  313. ;
  314. ; Info, Warning, Error
  315. ; "Disable" - disables all messages and debugger break
  316. ; "Enable" - enables messages and disables debugger break
  317. ; "EnableBreak" - enables both messages and breaking into debugger
  318. ;
  319. ; MaxTraceLevel: Maximum level of tracing API calls
  320. ; 0 - Disable
  321. ; 1 - API Functions and methods
  322. ; 2 - Additional trace info for internals
  323. ;
  324. ; LogToFile: if false or debugger is detected then output goes to the debug output
  325. ; if true and no debugger detected then output goes to 'dgVoodoo.log'
  326. ; (not implemented yet, always the default debug output is used)
  327.  
  328. Info = enable
  329. Warning = enable
  330. Error = enable
  331. MaxTraceLevel = 0
  332.  
  333. ;LogToFile = false
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