…Show last 226 lines
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; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
69; you can choose which filter is to be used for resampling the output image
70; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
71; FreeMouse: If true then physical mouse is free to move inside the game window
72; when using emulated scaling and/or application and forced resolution
73; differs; can be useful when a game relies on the physical window size
74; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
75; "borderless" - forces the app window not have any border
76; "alwaysontop" - forces the app window into the top-most band
77; "fullscreensize" - forces the app window to be full screen size with image scaling inside
78; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
79; or can be set to 'DosBox' or 'QEmu'.
80; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents
81; (like movie playback through the ancient Windows Multimedia AVI player library)
82; rendered through GDI - experimental feature, for the time being it's implemented
83; only for DX emulation
84
85DesktopResolution =
86DesktopBitDepth =
87DeframerSize = 1
88ImageScaleFactor = 1
89DisplayROI =
90Resampling = bicubic
91FreeMouse = false
92WindowedAttributes = fullscreensize,borderless
93Environment =
94EnableGDIHooking = false
95
96;--------------------------------------------------------------------------
97
98[Glide]
99
100; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
101; OnboardRAM: in MBs
102; MemorySizeOfTMU: in kBs
103; TMUFiltering: "appdriven", "pointsampled", "bilinear"
104;
105; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"
106; or subproperties: h: horizontal, v: vertical
107; + optional subproperty refrate: refresh rate in Hz
108; e.g. Resolution = max, refrate:60
109; Resolution = 2x, refrate:59
110; Resolution = h:1280, v:1024, refrate:75
111; or just use the compact form like "1024x768@60" or "512x384"
112;
113;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
114
115VideoCard = voodoo_2
116OnboardRAM = 8
117MemorySizeOfTMU = 4096
118NumberOfTMUs = 2
119TMUFiltering = appdriven
120DisableMipmapping = false
121Resolution = unforced
122Antialiasing = appdriven
123
124EnableGlideGammaRamp = true
125ForceVerticalSync = true
126ForceEmulatingTruePCIAccess = false
12716BitDepthBuffer = false
1283DfxWatermark = false
1293DfxSplashScreen = false
130PointcastPalette = false
131EnableInactiveAppState = false
132
133
134;--------------------------------------------------------------------------
135
136[GlideExt]
137
138; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
139; Dithering: "disabled", "appdriven", "forcealways"
140; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
141; 1 = normal, 2 = double size, etc.
142; 0 = automatic (the aim is to have some retro feel&look)
143
144DitheringEffect = pure32bit
145Dithering = forcealways
146DitherOrderedMatrixSizeScale = 0
147
148;--------------------------------------------------------------------------
149
150[DirectX]
151
152; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
153; "matrox_parhelia-512", "geforce_fx_5700_ultra"
154; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
155; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
156; or the integer value of an anisotropic filtering level (1-16)
157
158DisableAndPassThru = false
159
160VideoCard = internal3D
161VRAM = 256
162Filtering = appdriven
163DisableMipmapping = false
164Resolution = unforced
165Antialiasing = appdriven
166
167AppControlledScreenMode = false
168DisableAltEnterToToggleScreenMode = true
169
170BilinearBlitStretch = false
171PhongShadingWhenPossible = false
172ForceVerticalSync = false
173dgVoodooWatermark = false
174FastVideoMemoryAccess = false
175
176;--------------------------------------------------------------------------
177
178[DirectXExt]
179
180; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
181; You can define what type of driver version and vendor id's the wrapper should report to
182; the application; Some games rely on that information so it can be useful for them
183; Can be defined only for SVGA and Internal3D card types; the others have their own wired
184; information
185
186; VendorID, DeviceID, SubsystemID, RevisionID:
187; Can be defined only for SVGA and Internal3D card types
188; You can overwrite these properties even if a non-default AdapterIDType is defined;
189; say, you defined an nvidia id type but would like to refine the vendor id
190
191; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
192; "all", "classics", "none"
193
194; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
195; enumerated to the application as display adapter supported ones -
196; can be useful if an app supports rendering at arbitrary resolutions
197; and you have a particular favorite resolution that are not
198; enumerated to the application by default
199; you can either use the compact resolution format here, or
200; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
201; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
202; meaning the maximum resolution with the given aspect ratio calculated from
203; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
204
205; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
206; any subset of {"8", "16", "32"}, or "all"
207
208; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
209; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
210; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
211; 1 = normal, 2 = double size, etc.
212; 0 = automatic
213; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
214; "appdriven", "forcemin24bit", "force32bit"
215
216; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
217; Can be defined only for SVGA and Internal3D card types
218; Valid values are 256 (default), 512 or 1024
219
220; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
221; (some applications check for them and they fail)
222
223; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
224; applied also to rendertarget textures
225; Set it to false for games requiring pixel-precise rendering
226; but be careful it can EASILY break certain things, not recommended
227
228; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
229; when they are sampled
230
231; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
232; the DirectX device; can be useful for games that don't expect rendering window changes
233; during initialization and crash
234
235; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
236; If false then each change is instantly presented (debug-like mode)
237
238AdapterIDType =
239VendorID =
240DeviceID =
241SubsystemID =
242RevisionID =
243
244DefaultEnumeratedResolutions = all
245ExtraEnumeratedResolutions =
246EnumeratedResolutionBitdepths = all
247
248DitheringEffect = pure32bit
249Dithering = forcealways
250DitherOrderedMatrixSizeScale = 0
251DepthBuffersBitDepth = appdriven
252
253MaxVSConstRegisters = 256
254
255MSD3DDeviceNames = false
256RTTexturesForceScaleAndMSAA = true
257SmoothedDepthSampling = true
258DeferredScreenModeSwitch = false
259PrimarySurfaceBatchedUpdate = false
260
261;--------------------------------------------------------------------------
262
263[Debug]
264
265; This section affects only debug/spec release builds
266;
267; Info, Warning, Error
268; "Disable" - disables all messages and debugger break
269; "Enable" - enables messages and disables debugger break
270; "EnableBreak" - enables both messages and breaking into debugger
271;
272; MaxTraceLevel: Maximum level of tracing API calls
273; 0 - Disable
274; 1 - API Functions and methods
275; 2 - Additional trace info for internals
276;
277; LogToFile: if false or debugger is detected then output goes to the debug output
278; if true and no debugger detected then output goes to 'dgVoodoo.log'
279; (not implemented yet, always the default debug output is used)
280
281Info = enable
282Warning = enable
283Error = enable
284MaxTraceLevel = 0
285
286LogToFile = false