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add dgVoodoo.conf
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fixes/dgVoodoo/README

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Put the file ~/.local/share/lutris/runtime/dgvoodoo2/v2.8.2/dgVoodoo.conf
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It has helped me fix some crashes from using default dgVoodoo.conf
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Here's what was changed:
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DirectX:
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ForceVerticalSync: true
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Resolution: max_qhd_isf
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VRAM: 256
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dgVoodooWatermark: false
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General:
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CaptureMouse: false
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FullScreenMode: false
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ScalingMode: stretched_ar

fixes/dgVoodoo/dgVoodoo.conf

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;==========================================================================
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; === Text based config file for dgVoodoo2
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; === Use this file if you are a game modder/hacker or an experted user and
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; want to modify some advanced properties not available via the CPL.
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;==========================================================================
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Version = 0x280
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;--------------------------------------------------------------------------
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[General]
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; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0",
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; "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable"
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; Adapters: "all", or the ordinal of the adapter (1, ...)
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;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
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; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar", "stretched_ar_crt",
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; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
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;
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;InheritColorProfileInFullScreenMode:
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; Enabled by default and can only be disabled only when a D3D11 output API
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; is explicitly selected. Disabled case is intended for avoiding extra
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; rendering resources on old hardware for better performance, if required.
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OutputAPI = bestavailable
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Adapters = all
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FullScreenOutput = default
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FullScreenMode = false
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ScalingMode = stretched_ar
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ProgressiveScanlineOrder = false
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EnumerateRefreshRates = false
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Brightness = 100
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Color = 100
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Contrast = 100
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InheritColorProfileInFullScreenMode = true
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KeepWindowAspectRatio = true
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CaptureMouse = false
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CenterAppWindow = false
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;--------------------------------------------------------------------------
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[GeneralExt]
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; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
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; Useful for rare applications that pre-set the desktop to other than the native
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; resolution before dgVoodoo gets in action. Only the compact format can be used here,
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; and applies to all outputs of the desktop.
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; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
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; (8, 16, 32)
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; DeframerSize: When resolution is forced to other than the app default then
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; a black frame is drawn around the output image coming from a wrapped API
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; to remove scaling artifacts -
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; frame thickness can be defined in pixels (max 16, 0 = disable)
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; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
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; Always done by nearest point filtering, independent on scaling mode
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; (0 = max available)
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; Separate factors can be defined for horizontal and vertical scaling
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; by subproperties, e.g.
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; ImageScaleFactor = x:3, y:2
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; CursorScaleFactor: Integer factor for scaling the emulated hardware mouse (max 16)
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; (0 = automatic, 1 = no scale, 2 = double scale, ...)
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; DisplayROI: Display region of interest
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; If scaling is done by the dgVoodoo then you can define a subrect of the
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; output image, coming from a wrapped API, to be displayed. The defined subrect
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; is mapped to the display output according to the current scaling mode
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; It can be useful for applications rendering a widescreen subimage into a 4:3
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; resolution; in this case you can scale up that subimage to (nearly) fill the
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; whole screen on a widescreen monitor.
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; DisplayROI empty value means the whole image.
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; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
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; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
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; Examples: DisplayROI = 16_9, pos:centered
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; DisplayROI = (320|200), pos:(10|10)
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; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
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; you can choose which filter is to be used for resampling the output image
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; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
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; PresentationModel: Low-level swapchain swap effect: if you know what you are doing then it can be
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; overridden here. Flip models are better suited for modern OS features like auto HDR,
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; while plain legacy models provide the best presentation performance under ideal conditions
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; Not all model + output API + OS version combinations are supported.
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; "auto", "discard", "seq", "flip_discard", "flip_seq"
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; FreeMouse: If true then physical mouse is free to move inside the game window
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; when using emulated scaling and/or application and forced resolution
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; differs; can be useful when a game relies on the physical window size
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; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
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; "borderless" - forces the app window not have any border
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; "alwaysontop" - forces the app window into the top-most band
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; "fullscreensize" - forces the app window to be full screen size with image scaling inside
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; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas):
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; "fake" - forces fake fullscreen mode with a screen-size window
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; FPSLimit: An integer or rational (fractional) value, 0 = unlimited
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; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
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; or can be set to 'DosBox' or 'QEmu'.
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; SystemHookFlags: You can define which part of the system should be hooked (x86-DX only):
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; "gdi" - for showing graphical contents rendered through GDI
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; (like movie playback through the ancient Windows Multimedia AVI player library)
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; "cursor" - for suppressing double-cursor symptoms when the cursor is emulated
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DesktopResolution =
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DesktopBitDepth =
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DeframerSize = 1
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ImageScaleFactor = 1
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CursorScaleFactor = 0
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DisplayROI =
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Resampling = bilinear
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PresentationModel = auto
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FreeMouse = false
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WindowedAttributes =
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FullscreenAttributes =
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FPSLimit = 0
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Environment =
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SystemHookFlags =
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;--------------------------------------------------------------------------
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[Glide]
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; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
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; OnboardRAM: in MBs
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; MemorySizeOfTMU: in kBs
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; TMUFiltering: "appdriven", "pointsampled", "bilinear"
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;
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; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%dx",
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; "max_%dx", "max_isf_%dx", "max_fhd_%dx", "max_fhd_isf_%d"x, "max_qhd_%dx", "max_qhd_isf_%dx", "desktop_%dx"
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; or subproperties: h: horizontal, v: vertical
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; + optional subproperty refrate: refresh rate in Hz
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; e.g. Resolution = max, refrate:60
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; Resolution = 2x, refrate:59
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; Resolution = h:1280, v:1024, refrate:75
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; Resolution = max_2x
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; or just use the compact form like "1024x768@60" or "512x384"
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;
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;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
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VideoCard = voodoo_2
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OnboardRAM = 8
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MemorySizeOfTMU = 4096
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NumberOfTMUs = 2
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TMUFiltering = appdriven
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DisableMipmapping = false
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Resolution = unforced
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Antialiasing = appdriven
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EnableGlideGammaRamp = true
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ForceVerticalSync = true
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ForceEmulatingTruePCIAccess = false
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16BitDepthBuffer = false
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3DfxWatermark = true
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3DfxSplashScreen = false
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PointcastPalette = false
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EnableInactiveAppState = false
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;--------------------------------------------------------------------------
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[GlideExt]
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; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
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; Dithering: "disabled", "appdriven", "forcealways"
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; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
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; 1 = normal, 2 = double size, etc.
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; 0 = automatic (the aim is to have some retro feel&look)
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DitheringEffect = pure32bit
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Dithering = forcealways
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DitherOrderedMatrixSizeScale = 0
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;--------------------------------------------------------------------------
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[DirectX]
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; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
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; "matrox_parhelia-512", "geforce_fx_5700_ultra", "geforce_9800_gt"
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; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
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; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
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; or the integer value of an anisotropic filtering level (1-16)
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; KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures
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; Bilinear2DOperations: if enabled then DirectDraw Blit and CPU-written data is transferred with bilinear scaling
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DisableAndPassThru = false
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VideoCard = internal3D
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VRAM = 512
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Filtering = appdriven
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KeepFilterIfPointSampled = false
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DisableMipmapping = false
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Resolution = max_qhd_isf
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Antialiasing = appdriven
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AppControlledScreenMode = true
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DisableAltEnterToToggleScreenMode = true
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Bilinear2DOperations = false
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PhongShadingWhenPossible = false
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ForceVerticalSync = true
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dgVoodooWatermark = false
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FastVideoMemoryAccess = false
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;--------------------------------------------------------------------------
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[DirectXExt]
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; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
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; You can define what type of driver version and vendor id's the wrapper should report to
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; the application; Some games rely on that information so it can be useful for them
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; Can be defined only for SVGA and Internal3D card types; the others have their own wired
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; information
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; VendorID, DeviceID, SubsystemID, RevisionID:
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; Can be defined only for SVGA and Internal3D card types
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; You can overwrite these properties even if a non-default AdapterIDType is defined;
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; say, you defined an nvidia id type but would like to refine the vendor id
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; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
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; "all", "classics", "none"
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; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
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; enumerated to the application as display adapter supported ones -
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; can be useful if an app supports rendering at arbitrary resolutions
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; and you have a particular favorite resolution that are not
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; enumerated to the application by default
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; you can either use the compact resolution format here, or
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; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
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; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
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; meaning the maximum resolution with the given aspect ratio calculated from
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; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
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; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
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; any subset of {"8", "16", "32"}, or "all"
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; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
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; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
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; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
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; 1 = normal, 2 = double size, etc.
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; 0 = automatic
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; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
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; "appdriven", "forcemin24bit", "force32bit"
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; Default3DRenderFormat: default format of 3D rendering
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; argb2101010 gives higher dynamic range but it can break the rendering
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; "argb8888", "argb2101010"
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; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
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; Can be defined only for SVGA and Internal3D card types
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; Valid values are 256 (default), 512 or 1024
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; NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9)
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; 0 = app driven
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; 1 = disable
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; 2 to 8 = a forced tesselation level
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; Altough tesselation works with all vertex shader versions, you can force level higher than 1
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; only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons
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; (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway)
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; DisplayOutputEnableMask: Each bit in this 32 bit value corresponds to a display output. Display outputs of the adapters are numbered
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; sequentially. If Adapter0 has n display outputs and Adapter1 has m display outputs attached then the lowest
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; n bits match Adapter0 display outputs, the next m bits match Adapter1 outputs, and so on. The lowest bit
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; in a group corresponds to Output0. If a bit value is 0 then the display output is disabled for the device
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; enumeration, in other words, it is invisible to the application. It can be useful for D3D9 multihead-
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; or very special applications where you want to enable only individual displays on your monitor wall.
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; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
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; (some applications check for them and they fail)
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; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
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; applied also to rendertarget textures
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; Set it to false for games requiring pixel-precise rendering
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; but be careful it can EASILY break certain things, not recommended
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; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
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; when they are sampled
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; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
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; the DirectX device; can be useful for games that don't expect rendering window changes
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; during initialization and crash
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; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
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; If false then each change is instantly presented (debug-like mode)
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AdapterIDType =
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VendorID =
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DeviceID =
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SubsystemID =
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RevisionID =
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DefaultEnumeratedResolutions = all
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ExtraEnumeratedResolutions =
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EnumeratedResolutionBitdepths = all
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DitheringEffect = pure32bit
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Dithering = forcealways
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DitherOrderedMatrixSizeScale = 0
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DepthBuffersBitDepth = appdriven
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Default3DRenderFormat = argb8888
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MaxVSConstRegisters = 256
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NPatchTesselationLevel = 0
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DisplayOutputEnableMask = 0xffffffff
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MSD3DDeviceNames = false
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RTTexturesForceScaleAndMSAA = true
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SmoothedDepthSampling = true
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DeferredScreenModeSwitch = false
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PrimarySurfaceBatchedUpdate = false
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;--------------------------------------------------------------------------
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[Debug]
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; This section affects only debug/spec release builds
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;
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; Info, Warning, Error
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; "Disable" - disables all messages and debugger break
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; "Enable" - enables messages and disables debugger break
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; "EnableBreak" - enables both messages and breaking into debugger
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;
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; MaxTraceLevel: Maximum level of tracing API calls
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; 0 - Disable
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; 1 - API Functions and methods
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; 2 - Additional trace info for internals
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;
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; LogToFile: if false or debugger is detected then output goes to the debug output
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; if true and no debugger detected then output goes to 'dgVoodoo.log'
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; (not implemented yet, always the default debug output is used)
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Info = enable
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Warning = enable
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Error = enable
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MaxTraceLevel = 0
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;LogToFile = false

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