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dgVoodoo.conf - A Vampyre Story

Jun 28th, 2020
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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 = 0x262
  8.  
  9. ;--------------------------------------------------------------------------
  10.  
  11. [General]
  12.  
  13. ; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0", "bestavailable"
  14. ; Adapters: "all", or the ordinal of the adapter (1, ...)
  15. ;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
  16. ; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",
  17. ; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
  18.  
  19. OutputAPI = bestavailable
  20. Adapters = all
  21. FullScreenOutput = default
  22. FullScreenMode = true
  23. ScalingMode = unspecified
  24. ProgressiveScanlineOrder = false
  25. EnumerateRefreshRates = false
  26.  
  27. Brightness = 100
  28. Color = 100
  29. Contrast = 100
  30. InheritColorProfileInFullScreenMode = false
  31.  
  32. KeepWindowAspectRatio = true
  33. CaptureMouse = true
  34. CenterAppWindow = false
  35.  
  36. ;--------------------------------------------------------------------------
  37.  
  38. [GeneralExt]
  39.  
  40. ; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
  41. ; Useful for rare applications that pre-set the desktop to other than the native
  42. ; resolution before dgVoodoo gets in action. Only the compact format can be used here,
  43. ; and applies to all outputs of the desktop.
  44. ; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
  45. ; (8, 16, 32)
  46. ; DeframerSize: When resolution is forced to other than the app default then
  47. ; a black frame is drawn around the output image coming from a wrapped API
  48. ; to remove scaling artifacts -
  49. ; frame thickness can be defined in pixels (max 16, 0 = disable)
  50. ; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
  51. ; Always done by nearest point filtering, independent on scaling mode
  52. ; (0 = max available)
  53. ; Separate factors can be defined for horizontal and vertical scaling
  54. ; by subproperties, e.g.
  55. ; ImageScaleFactor = x:3, y:2
  56. ; DisplayROI: Display region of interest
  57. ; If scaling is done by the dgVoodoo then you can define a subrect of the
  58. ; output image, coming from a wrapped API, to be displayed. The defined subrect
  59. ; is mapped to the display output according to the current scaling mode
  60. ; It can be useful for applications rendering a widescreen subimage into a 4:3
  61. ; resolution; in this case you can scale up that subimage to (nearly) fill the
  62. ; whole screen on a widescreen monitor.
  63. ; DisplayROI empty value means the whole image.
  64. ; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
  65. ; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
  66. ; Examples: DisplayROI = 16_9, pos:centered
  67. ; DisplayROI = (320|200), pos:(10|10)
  68. ;ForceNearestPointFilter: When scaling is done by the dgVoodoo for the given scaling mode,
  69. ; you can force nearest point filtering instead of bilinear one
  70. ; FreeMouse: If true then physical mouse is free to move inside the game window
  71. ; when using emulated scaling and/or application and forced resolution
  72. ; differs; can be useful when a game relies on the physical window size
  73. ; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
  74. ; 'borderless' - forces the app window not have any border
  75. ; 'alwaysontop' - forces the app window into the top-most band
  76. ; 'fullscreensize' - forces the app window to be full screen size with image scaling inside
  77. ; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
  78. ; or can be set to 'DosBox' or 'QEmu'.
  79. ; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents
  80. ; (like movie playback through the ancient Windows Multimedia AVI player library)
  81. ; rendered through GDI - experimental feature, for the time being it's implemented
  82. ; only for DX emulation
  83.  
  84. DesktopResolution =
  85. DesktopBitDepth =
  86. DeframerSize = 1
  87. ImageScaleFactor = 1
  88. DisplayROI =
  89. ForceNearestPointFilter = false
  90. FreeMouse = false
  91. WindowedAttributes =
  92. Environment =
  93. EnableGDIHooking = false
  94.  
  95. ;--------------------------------------------------------------------------
  96.  
  97. [Glide]
  98.  
  99. ; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
  100. ; OnboardRAM: in MBs
  101. ; MemorySizeOfTMU: in kBs
  102. ;
  103. ; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"
  104. ; or subproperties: h: horizontal, v: vertical
  105. ; + optional subproperty refrate: refresh rate in Hz
  106. ; e.g. Resolution = max, refrate:60
  107. ; Resolution = 2x, refrate:59
  108. ; Resolution = h:1280, v:1024, refrate:75
  109. ; or just use the compact form like "1024x768@60" or "512x384"
  110. ;
  111. ;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
  112.  
  113. VideoCard = voodoo_2
  114. OnboardRAM = 8
  115. MemorySizeOfTMU = 4096
  116. NumberOfTMUs = 2
  117. ForceBilinearFilter = false
  118. DisableMipmapping = false
  119. Resolution = unforced
  120. Antialiasing = appdriven
  121.  
  122. EnableGlideGammaRamp = true
  123. ForceVerticalSync = true
  124. ForceEmulatingTruePCIAccess = false
  125. 16BitDepthBuffer = false
  126. 3DfxWatermark = true
  127. 3DfxSplashScreen = false
  128. PointcastPalette = false
  129. EnableInactiveAppState = false
  130.  
  131.  
  132. ;--------------------------------------------------------------------------
  133.  
  134. [GlideExt]
  135.  
  136. ; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
  137. ; Dithering: "disabled", "appdriven", "forcealways"
  138. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  139. ; 1 = normal, 2 = double size, etc.
  140. ; 0 = automatic (the aim is to have some retro feel&look)
  141.  
  142. DitheringEffect = pure32bit
  143. Dithering = forcealways
  144. DitherOrderedMatrixSizeScale = 0
  145.  
  146. ;--------------------------------------------------------------------------
  147.  
  148. [DirectX]
  149.  
  150. ; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
  151. ; "matrox_parhelia-512", "geforce_fx_5700_ultra"
  152. ; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
  153. ; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
  154. ; or the integer value of an anisotropic filtering level (1-16)
  155.  
  156. DisableAndPassThru = false
  157.  
  158. VideoCard = internal3D
  159. VRAM = 256
  160. Filtering = appdriven
  161. DisableMipmapping = false
  162. Resolution = unforced
  163. Antialiasing = appdriven
  164.  
  165. AppControlledScreenMode = true
  166. DisableAltEnterToToggleScreenMode = true
  167.  
  168. BilinearBlitStretch = false
  169. PhongShadingWhenPossible = false
  170. ForceVerticalSync = false
  171. dgVoodooWatermark = true
  172. FastVideoMemoryAccess = false
  173.  
  174. ;--------------------------------------------------------------------------
  175.  
  176. [DirectXExt]
  177.  
  178. ; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
  179. ; You can define what type of driver version and vendor id's the wrapper should report to
  180. ; the application; Some games rely on that information so it can be useful for them
  181. ; Can be defined only for SVGA and Internal3D card types; the others have their own wired
  182. ; information
  183.  
  184. ; VendorID, DeviceID, SubsystemID, RevisionID:
  185. ; Can be defined only for SVGA and Internal3D card types
  186. ; You can overwrite these properties even if a non-default AdapterIDType is defined;
  187. ; say, you defined an nvidia id type but would like to refine the vendor id
  188.  
  189. ; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
  190. ; "all", "classics", "none"
  191.  
  192. ; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
  193. ; enumerated to the application as display adapter supported ones -
  194. ; can be useful if an app supports rendering at arbitrary resolutions
  195. ; and you have a particular favorite resolution that are not
  196. ; enumerated to the application by default
  197. ; you can either use the compact resolution format here, or
  198. ; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
  199. ; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
  200. ; meaning the maximum resolution with the given aspect ratio calculated from
  201. ; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
  202.  
  203. ; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
  204. ; any subset of {"8", "16", "32"}, or "all"
  205.  
  206. ; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
  207. ; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
  208. ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
  209. ; 1 = normal, 2 = double size, etc.
  210. ; 0 = automatic
  211. ; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
  212. ; "appdriven", "forcemin24bit", "force32bit"
  213.  
  214. ; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
  215. ; Can be defined only for SVGA and Internal3D card types
  216. ; Valid values are 256 (default), 512 or 1024
  217.  
  218. ; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
  219. ; (some applications check for them and they fail)
  220.  
  221. ; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
  222. ; applied also to rendertarget textures
  223. ; Set it to false for games requiring pixel-precise rendering
  224. ; but be careful it can EASILY break certain things, not recommended
  225.  
  226. ; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
  227. ; when they are sampled
  228.  
  229. ; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
  230. ; the DirectX device; can be useful for games that don't expect rendering window changes
  231. ; during initialization and crash
  232.  
  233. ; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
  234. ; If false then each change is instantly presented (debug-like mode)
  235.  
  236. AdapterIDType =
  237. VendorID =
  238. DeviceID =
  239. SubsystemID =
  240. RevisionID =
  241.  
  242. DefaultEnumeratedResolutions = all
  243. ExtraEnumeratedResolutions =
  244. EnumeratedResolutionBitdepths = all
  245.  
  246. DitheringEffect = pure32bit
  247. Dithering = forcealways
  248. DitherOrderedMatrixSizeScale = 0
  249. DepthBuffersBitDepth = appdriven
  250.  
  251. MaxVSConstRegisters = 256
  252.  
  253. MSD3DDeviceNames = false
  254. RTTexturesForceScaleAndMSAA = true
  255. SmoothedDepthSampling = true
  256. DeferredScreenModeSwitch = false
  257. PrimarySurfaceBatchedUpdate = false
  258.  
  259. ;--------------------------------------------------------------------------
  260.  
  261. [Debug]
  262.  
  263. ; This section affects only debug/spec release builds
  264. ;
  265. ; Info, Warning, Error
  266. ; "Disable" - disables all messages and debugger break
  267. ; "Enable" - enables messages and disables debugger break
  268. ; "EnableBreak" - enables both messages and breaking into debugger
  269. ;
  270. ; MaxTraceLevel: Maximum level of tracing API calls
  271. ; 0 - Disable
  272. ; 1 - API Functions and methods
  273. ; 2 - Additional trace info for internals
  274. ;
  275. ; LogToFile: if false or debugger is detected then output goes to the debug output
  276. ; if true and no debugger detected then output goes to 'dgVoodoo.log'
  277. ; (not implemented yet, always the default debug output is used)
  278.  
  279. Info = enable
  280. Warning = enable
  281. Error = enable
  282. MaxTraceLevel = 0
  283.  
  284. LogToFile = false
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