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C:\Program Files (x86)\Microsoft Games\Halo
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;========================================================================== | |
; === Text based config file for dgVoodoo2 | |
; === Use this file if you are a game modder/hacker or an experted user and | |
; want to modify some advanced properties not available via the CPL. | |
;========================================================================== | |
Version = 0x275 | |
;-------------------------------------------------------------------------- | |
[General] | |
; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0", | |
; "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable" | |
; Adapters: "all", or the ordinal of the adapter (1, ...) | |
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...) | |
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar", | |
; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64" | |
; | |
;InheritColorProfileInFullScreenMode: | |
; Enabled by default and can only be disabled only when a D3D11 output API | |
; is explicitly selected. Disabled case is intended for avoiding extra | |
; rendering resources on old hardware for better performance, if required. | |
OutputAPI = d3d11_fl11_0 | |
Adapters = 1 | |
FullScreenOutput = 1 | |
FullScreenMode = true | |
ScalingMode = unspecified | |
ProgressiveScanlineOrder = false | |
EnumerateRefreshRates = false | |
Brightness = 100 | |
Color = 100 | |
Contrast = 100 | |
InheritColorProfileInFullScreenMode = true | |
KeepWindowAspectRatio = true | |
CaptureMouse = true | |
CenterAppWindow = false | |
;-------------------------------------------------------------------------- | |
[GeneralExt] | |
; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations. | |
; Useful for rare applications that pre-set the desktop to other than the native | |
; resolution before dgVoodoo gets in action. Only the compact format can be used here, | |
; and applies to all outputs of the desktop. | |
; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo | |
; (8, 16, 32) | |
; DeframerSize: When resolution is forced to other than the app default then | |
; a black frame is drawn around the output image coming from a wrapped API | |
; to remove scaling artifacts - | |
; frame thickness can be defined in pixels (max 16, 0 = disable) | |
; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API | |
; Always done by nearest point filtering, independent on scaling mode | |
; (0 = max available) | |
; Separate factors can be defined for horizontal and vertical scaling | |
; by subproperties, e.g. | |
; ImageScaleFactor = x:3, y:2 | |
; CursorScaleFactor: Integer factor for scaling the emulated hardware mouse (max 16) | |
; (0 = automatic, 1 = no scale, 2 = double scale, ...) | |
; DisplayROI: Display region of interest | |
; If scaling is done by the dgVoodoo then you can define a subrect of the | |
; output image, coming from a wrapped API, to be displayed. The defined subrect | |
; is mapped to the display output according to the current scaling mode | |
; It can be useful for applications rendering a widescreen subimage into a 4:3 | |
; resolution; in this case you can scale up that subimage to (nearly) fill the | |
; whole screen on a widescreen monitor. | |
; DisplayROI empty value means the whole image. | |
; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d) | |
; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d) | |
; Examples: DisplayROI = 16_9, pos:centered | |
; DisplayROI = (320|200), pos:(10|10) | |
; Resampling: When scaling is done by the dgVoodoo for the given scaling mode, | |
; you can choose which filter is to be used for resampling the output image | |
; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3" | |
; FreeMouse: If true then physical mouse is free to move inside the game window | |
; when using emulated scaling and/or application and forced resolution | |
; differs; can be useful when a game relies on the physical window size | |
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas): | |
; "borderless" - forces the app window not have any border | |
; "alwaysontop" - forces the app window into the top-most band | |
; "fullscreensize" - forces the app window to be full screen size with image scaling inside | |
; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas): | |
; "fake" - forces fake fullscreen mode with a screen-size window | |
; FPSLimit: An integer or rational (fractional) value, 0 = unlimited | |
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native) | |
; or can be set to 'DosBox' or 'QEmu'. | |
; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents | |
; (like movie playback through the ancient Windows Multimedia AVI player library) | |
; rendered through GDI - experimental feature, for the time being it's implemented | |
; only for DX emulation | |
DesktopResolution = | |
DesktopBitDepth = | |
DeframerSize = 1 | |
ImageScaleFactor = 1 | |
CursorScaleFactor = 0 | |
DisplayROI = | |
Resampling = bilinear | |
FreeMouse = false | |
WindowedAttributes = | |
FullscreenAttributes = | |
FPSLimit = 0 | |
Environment = | |
EnableGDIHooking = false | |
;-------------------------------------------------------------------------- | |
[Glide] | |
; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater" | |
; OnboardRAM: in MBs | |
; MemorySizeOfTMU: in kBs | |
; TMUFiltering: "appdriven", "pointsampled", "bilinear" | |
; | |
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%d x" | |
; or subproperties: h: horizontal, v: vertical | |
; + optional subproperty refrate: refresh rate in Hz | |
; e.g. Resolution = max, refrate:60 | |
; Resolution = 2x, refrate:59 | |
; Resolution = h:1280, v:1024, refrate:75 | |
; or just use the compact form like "1024x768@60" or "512x384" | |
; | |
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one) | |
VideoCard = voodoo_2 | |
OnboardRAM = 8 | |
MemorySizeOfTMU = 4096 | |
NumberOfTMUs = 2 | |
TMUFiltering = appdriven | |
DisableMipmapping = false | |
Resolution = unforced | |
Antialiasing = appdriven | |
EnableGlideGammaRamp = true | |
ForceVerticalSync = true | |
ForceEmulatingTruePCIAccess = false | |
16BitDepthBuffer = false | |
3DfxWatermark = true | |
3DfxSplashScreen = false | |
PointcastPalette = false | |
EnableInactiveAppState = false | |
;-------------------------------------------------------------------------- | |
[GlideExt] | |
; DitheringEffect: "pure32bit", "dither2x2", "dither4x4" | |
; Dithering: "disabled", "appdriven", "forcealways" | |
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size | |
; 1 = normal, 2 = double size, etc. | |
; 0 = automatic (the aim is to have some retro feel&look) | |
DitheringEffect = pure32bit | |
Dithering = forcealways | |
DitherOrderedMatrixSizeScale = 0 | |
;-------------------------------------------------------------------------- | |
[DirectX] | |
; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500", | |
; "matrox_parhelia-512", "geforce_fx_5700_ultra" | |
; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB) | |
; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear" | |
; or the integer value of an anisotropic filtering level (1-16) | |
DisableAndPassThru = false | |
VideoCard = internal3D | |
VRAM = 4096 | |
Filtering = 16 | |
DisableMipmapping = false | |
Resolution = h:2560, v:1440 | |
Antialiasing = appdriven | |
AppControlledScreenMode = true | |
DisableAltEnterToToggleScreenMode = true | |
BilinearBlitStretch = true | |
PhongShadingWhenPossible = true | |
ForceVerticalSync = false | |
dgVoodooWatermark = false | |
FastVideoMemoryAccess = false | |
;-------------------------------------------------------------------------- | |
[DirectXExt] | |
; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined | |
; You can define what type of driver version and vendor id's the wrapper should report to | |
; the application; Some games rely on that information so it can be useful for them | |
; Can be defined only for SVGA and Internal3D card types; the others have their own wired | |
; information | |
; VendorID, DeviceID, SubsystemID, RevisionID: | |
; Can be defined only for SVGA and Internal3D card types | |
; You can overwrite these properties even if a non-default AdapterIDType is defined; | |
; say, you defined an nvidia id type but would like to refine the vendor id | |
; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default | |
; "all", "classics", "none" | |
; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get | |
; enumerated to the application as display adapter supported ones - | |
; can be useful if an app supports rendering at arbitrary resolutions | |
; and you have a particular favorite resolution that are not | |
; enumerated to the application by default | |
; you can either use the compact resolution format here, or | |
; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or | |
; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate" | |
; meaning the maximum resolution with the given aspect ratio calculated from | |
; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9" | |
; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration | |
; any subset of {"8", "16", "32"}, or "all" | |
; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4" | |
; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways" | |
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size | |
; 1 = normal, 2 = double size, etc. | |
; 0 = automatic | |
; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended) | |
; "appdriven", "forcemin24bit", "force32bit" | |
; Default3DRenderFormat: default format of 3D rendering | |
; argb2101010 gives higher dynamic range but it can break the rendering | |
; "argb8888", "argb2101010" | |
; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only) | |
; Can be defined only for SVGA and Internal3D card types | |
; Valid values are 256 (default), 512 or 1024 | |
; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed | |
; (some applications check for them and they fail) | |
; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is | |
; applied also to rendertarget textures | |
; Set it to false for games requiring pixel-precise rendering | |
; but be careful it can EASILY break certain things, not recommended | |
; SmoothedDepthSampling: if true then extra smoothing is added to depth textures | |
; when they are sampled | |
; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized | |
; the DirectX device; can be useful for games that don't expect rendering window changes | |
; during initialization and crash | |
; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them | |
; If false then each change is instantly presented (debug-like mode) | |
AdapterIDType = | |
VendorID = | |
DeviceID = | |
SubsystemID = | |
RevisionID = | |
DefaultEnumeratedResolutions = all | |
ExtraEnumeratedResolutions = | |
EnumeratedResolutionBitdepths = all | |
DitheringEffect = pure32bit | |
Dithering = forcealways | |
DitherOrderedMatrixSizeScale = 0 | |
DepthBuffersBitDepth = appdriven | |
Default3DRenderFormat = argb8888 | |
MaxVSConstRegisters = 256 | |
MSD3DDeviceNames = false | |
RTTexturesForceScaleAndMSAA = true | |
SmoothedDepthSampling = true | |
DeferredScreenModeSwitch = false | |
PrimarySurfaceBatchedUpdate = false | |
;-------------------------------------------------------------------------- | |
[Debug] | |
; This section affects only debug/spec release builds | |
; | |
; Info, Warning, Error | |
; "Disable" - disables all messages and debugger break | |
; "Enable" - enables messages and disables debugger break | |
; "EnableBreak" - enables both messages and breaking into debugger | |
; | |
; MaxTraceLevel: Maximum level of tracing API calls | |
; 0 - Disable | |
; 1 - API Functions and methods | |
; 2 - Additional trace info for internals | |
; | |
; LogToFile: if false or debugger is detected then output goes to the debug output | |
; if true and no debugger detected then output goes to 'dgVoodoo.log' | |
; (not implemented yet, always the default debug output is used) | |
Info = enable | |
Warning = enable | |
Error = enable | |
MaxTraceLevel = 0 | |
LogToFile = false |
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