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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
108DesktopResolution =
109DesktopBitDepth =
110DeframerSize = 0
111ImageScaleFactor = 1
112CursorScaleFactor = 1
113DisplayROI =
114Resampling = bilinear
115PresentationModel = auto
116ColorSpace = appdriven
117FreeMouse = false
118WindowedAttributes =
119FullscreenAttributes =
120FPSLimit = 60
121Environment =
122SystemHookFlags =
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
145VideoCard = voodoo_2
146OnboardRAM = 8
147MemorySizeOfTMU = 4096
148NumberOfTMUs = 2
149TMUFiltering = appdriven
150DisableMipmapping = false
151Resolution = unforced
152Antialiasing = appdriven
153
154EnableGlideGammaRamp = true
155ForceVerticalSync = true
156ForceEmulatingTruePCIAccess = false
15716BitDepthBuffer = false
1583DfxWatermark = true
1593DfxSplashScreen = false
160PointcastPalette = false
161EnableInactiveAppState = 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
174DitheringEffect = pure32bit
175Dithering = forcealways
176DitherOrderedMatrixSizeScale = 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
191DisableAndPassThru = false
192
193VideoCard = internal3D
194VRAM = 256
195Filtering = appdriven
196Mipmapping = appdriven
197KeepFilterIfPointSampled = false
198Resolution = 4x
199Antialiasing = appdriven
200
201AppControlledScreenMode = true
202DisableAltEnterToToggleScreenMode = true
203
204Bilinear2DOperations = false
205PhongShadingWhenPossible = false
206ForceVerticalSync = false
207dgVoodooWatermark = false
208FastVideoMemoryAccess = 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
295AdapterIDType =
296VendorID =
297DeviceID =
298SubsystemID =
299RevisionID =
300
301DefaultEnumeratedResolutions = all
302ExtraEnumeratedResolutions =
303EnumeratedResolutionBitdepths = all
304
305DitheringEffect = high_quality
306Dithering = forcealways
307DitherOrderedMatrixSizeScale = 0
308DepthBuffersBitDepth = appdriven
309Default3DRenderFormat = auto
310
311MaxVSConstRegisters = 256
312
313NPatchTesselationLevel = 0
314
315DisplayOutputEnableMask = 0xffffffff
316
317MSD3DDeviceNames = false
318RTTexturesForceScaleAndMSAA = true
319SmoothedDepthSampling = true
320DeferredScreenModeSwitch = false
321PrimarySurfaceBatchedUpdate = false
322SuppressAMDBlacklist = 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
344Info = enable
345Warning = enable
346Error = enable
347MaxTraceLevel = 0
348
349;LogToFile = false