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INI: improved setting descriptions, bump version
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# OutRun2006Tweaks - https://github.com/emoose/OutRun2006Tweaks | ||
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[Performance] | ||
# FramerateLimit: The max framerate for the game to use. | ||
# Also overrides the fullscreen refresh rate that the game will request. | ||
# Set to 0 to disable this framelimiter if you want to use an external one instead. | ||
# (if game doesn't run at full framerate-limit setting, try checking with "DX/WINDOWED = 1" in outrun2006.ini) | ||
# Set to 0 to disable this framelimiter if you want to use an external one instead. | ||
# (with FramerateUnlockExperimental enabled, this can be increased above 60FPS without affecting game speed) | ||
FramerateLimit = 60 | ||
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# FramerateLimitMode: Improves accuracy of the framerate limiter at a cost of higher CPU usage. | ||
# The default 0 should work fine for most people, but if you have issues it might be worth trying the accurate mode. | ||
# 0 = efficient mode | ||
# 1 = accurate mode | ||
# 0 = efficient mode | ||
# 1 = accurate mode | ||
# The default 0 should work fine for most people, but if you have issues it might be worth trying the accurate mode. | ||
FramerateLimitMode = 0 | ||
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# FramerateFastLoad: Unlimits framerate during load screens to help reduce load times. | ||
# Unlimits framerate during load screens to help reduce load times. | ||
# 0 = disable | ||
# 1 = unlimit framerate during load screens | ||
# 2 = unlimit framerate & disable vsync during load screens (fastest load times but may cause screen flash) | ||
FramerateFastLoad = 1 | ||
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# FramerateUnlockExperimental: Fixes game speeding up when playing with FramerateLimit above 60FPS. | ||
# Works by forcing game to only update at 60Hz, while rendering is allowed to run at a higher rate. | ||
# Since game still runs at 60Hz internally this isn't as good as a true framerate unlock, but might still be useful for some. | ||
# (some textures/UI elements may animate faster at higher FPS, but gameplay should remain the same speed) | ||
# Should be fine to leave this enabled in most cases, but if you have issues feel free to disable this here. | ||
# Should usually be fine to leave this enabled, but if you have frame issues feel free to disable this here. | ||
FramerateUnlockExperimental = true | ||
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# VSync: VSync present interval for game to use, set to 0 to disable VSync. | ||
# Will usually lock games framerate to screen-refresh-rate divided by VSync value. | ||
# eg. a 60Hz screen with VSync = 2 will result in 30Hz (half-refresh) vsync. | ||
# (if game isn't picking the correct screen-refresh-rate, try changing FramerateLimit above) | ||
# Set to 0 to disable VSync, 1 for normal v-sync, or 2 for half-refresh-rate vsync | ||
VSync = 1 | ||
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[Vibration] | ||
# Vibration: Allows vibration effects via XInput, using the original Xbox code to recreate them as PC was missing it entirely | ||
# | ||
# Xbox Series controllers should be able to use impulse trigger vibration via X1nput 1.3 (later versions don't appear to work) | ||
# https://github.com/araghon007/X1nput/releases/tag/v1.3 | ||
# Just extract the X1nput.ini & 32-bit XInput1_3.dll from that ZIP to game folder, and rename XInput1_3.dll to XInput1_4.dll | ||
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# VibrationMode: Enable/disable the xbox vibration code, or customise it | ||
# Values: | ||
# 0 = disable | ||
# 1 = enable xbox vibration code | ||
# 2 = ^ with L/R motors swapped (recommended for impulse triggers) | ||
# 3 = ^ with L/R motors merged together | ||
# Xbox Series controllers should be able to use impulse trigger vibration via X1nput 1.3 (later versions don't appear to work) | ||
# https://github.com/araghon007/X1nput/releases/tag/v1.3 | ||
# Just extract the X1nput.ini & 32-bit XInput1_3.dll from that ZIP to game folder, and rename XInput1_3.dll to XInput1_4.dll | ||
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# Enable/disable the xbox vibration code, or customise it | ||
# 0 = disable | ||
# 1 = enable xbox vibration code | ||
# 2 = ^ with L/R motors swapped (recommended for impulse triggers) | ||
# 3 = ^ with L/R motors merged together | ||
VibrationMode = 0 | ||
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# VibrationStrength: Strength of the vibration effect | ||
# Valid range is 0 to 10 | ||
# VibrationStrength range is 0 to 10 | ||
VibrationStrength = 10 | ||
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# VibrationControllerId: The XInput controller number to send vibration effects to | ||
# Valid range is 0 to 3 | ||
# The default 0 should work fine in most cases, but if you don't notice any vibration you can try increasing this here | ||
# XInput device to send vibration to, default should work fine in most cases, but if you don't notice any vibration you can try increasing this here | ||
VibrationControllerId = 0 | ||
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[Window] | ||
# WindowedBorderless: Forces windowed mode to become borderless. | ||
# Make sure to edit outrun2006.ini and set "DX/WINDOWED = 1" for borderless to become active. | ||
# Forces windowed mode to become borderless. (requires "DX/WINDOWED = 1" inside outrun2006.ini) | ||
WindowedBorderless = true | ||
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# WindowPositionX / WindowPositionY: Position of the borderless window. | ||
# Only applied if WindowedBorderless is set to true. | ||
# Only applied if WindowedBorderless is set to true. | ||
WindowPositionX = 0 | ||
WindowPositionY = 0 | ||
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# WindowedHideMouseCursor: Hides mouse cursor while game window is active. | ||
# Hides mouse cursor while game window is active. | ||
WindowedHideMouseCursor = true | ||
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# DisableDPIScaling: Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100% | ||
# Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100% | ||
DisableDPIScaling = true | ||
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# AutoDetectResolution: If games outrun2006.ini doesn't exist or is empty, makes game use primary screen resolution instead of 640x480. | ||
# Also enables windowed mode + fog, and sets antialiasing to 2 - these can still be overridden through games Config.exe tool. | ||
# If the outrun2006.ini file doesn't exist, changes games default 640x480 resolution to primary display resolution instead | ||
# Otherwise the resolution from outrun2006.ini (or Config.exe tool) will be used | ||
AutoDetectResolution = true | ||
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[Graphics] | ||
# AnisotropicFiltering: Level of AF for game to use, 1 - 16, 0 to leave it at games default. | ||
# 1 - 16, 0 to leave it at games default. | ||
AnisotropicFiltering = 16 | ||
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# TransparencySupersampling: Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge. | ||
# May only work on NVIDIA cards. | ||
# Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge. | ||
# For best results use this with "DX/ANTIALIASING = 2" inside outrun2006.ini | ||
TransparencySupersampling = true | ||
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# ScreenEdgeCullFix: Fixes certain stage objects being culled out before they reach edge of screen, when playing at non-4:3 aspect ratio. | ||
# Fixes certain stage objects disappearing before they reach edge of screen, when playing at non-4:3 aspect ratio. | ||
ScreenEdgeCullFix = true | ||
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# DisableVehicleLODs: Disables LODs on vehicles, reducing the ugly pop-in they have. | ||
# Disables LODs on vehicles, reducing the ugly pop-in they have. | ||
DisableVehicleLODs = true | ||
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# DisableStageCulling: Disables culling of certain stage objects, so most distant objects won't obviously pop in to view. | ||
# Disables culling of certain stage objects, so most distant objects won't obviously pop in to view. | ||
DisableStageCulling = true | ||
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# FixZBufferPrecision: Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in) | ||
# Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in) | ||
FixZBufferPrecision = true | ||
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[Misc] | ||
# SkipIntroLogos: skips the beginning intro logos, saving a couple seconds from startup time. | ||
# (game will still show a white screen for 5-10 seconds while data loads in) | ||
# Skips the beginning intro logos, saving a couple seconds from startup time. (game will still show a white screen for 5-10 seconds while data loads in) | ||
# Can also be enabled via -SkipIntros launch parameter. | ||
SkipIntroLogos = false | ||
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# DisableCountdownTimer: disables the countdown timer, may be useful for modders, or those who just want to take a leisurely drive. | ||
# Disables the countdown timer, may be useful for modders, or those who just want to take a leisurely drive. | ||
# Can also be enabled via -OuttaTime launch parameter. | ||
DisableCountdownTimer = false | ||
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[Bugfixes] | ||
# FixPegasusClopping: fixes looping clop sound effect remaining active through the session. | ||
# Fixes looping clop sound effect remaining active through the session. | ||
FixPegasusClopping = true | ||
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# FixC2CRankings: fixes C2C scoreboard rankings not updating due to incomplete anti-piracy checks. | ||
# (game still contained "SecuROM_Tripwire" checks inside it, despite Steam release not using SecuROM...) | ||
# Fixes C2C scoreboard rankings not updating due to incomplete anti-piracy checks. | ||
FixC2CRankings = true | ||
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# PreventDESTSaveCorruption: prevents the save corruption caused by trying to remap controls with many devices connected. | ||
# This usually resulted in player name replaced with "DEST" and some garbage text, along with player character model disappearing along with all unlocks/miles. | ||
# Prevents the "DEST" save corruption caused by remapping controls with many devices connected. | ||
# (if you got hit by this bug, you can restore name/model by replacing first 0xB0 bytes in your corrupted License.dat file with the contents of a different one) | ||
PreventDESTSaveCorruption = true | ||
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# FixLensFlarePath: game tries to load in lens flare data from common/, but the game files have it inside media/, causing lens flare not to be drawn. | ||
# Game tries to load in lens flare data from common/, but the game files have it inside media/, causing lens flare not to be drawn. | ||
# If lens flare is still present inside media/ then this will just patch game to load it from there instead. | ||
# (if you already moved the lens flare file yourself then no change will be applied) | ||
FixLensFlarePath = true |
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