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April 3, 2017 08:08
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;------------------------------------------------------------------------------------------------------ | |
; Logging options. | |
; Comment line or set value to 0 for no logging. | |
;------------------------------------------------------------------------------------------------------ | |
[Logging] | |
; Log all API usage | |
calls=0 | |
; Log Input key actions | |
input=0 | |
; Super verbose massive log | |
debug=0 | |
; Unbuffered logging to avoid missing anything at file end | |
unbuffered=0 | |
; Force the CPU affinity to use only a single CPU for debugging multi-threaded | |
force_cpu_affinity=0 | |
; Log NVAPI convergence modifications | |
convergence=0 | |
; Log NVAPI separation modifications | |
separation=0 | |
; ------------------------------------------------------------------------------------------------------ | |
; Default constants to pass directly to shaders as IniParams | |
; ------------------------------------------------------------------------------------------------------ | |
[Constants] | |
x = 1 | |
y = 1 | |
z = 1 | |
; w = 2.0 | |
;------------------------------------------------------------------------------------------------------ | |
; Custom settings override for any of [convergence, separation, x, y, z, w] | |
; | |
; Four types are supported - by default the bindings will simply load the | |
; configured settings, but type=hold can be specified to have a preset | |
; active while the button is held, type=toggle can be used to make a simple | |
; on/off toggle, and type=cycle can be used to cycle between several presets. | |
; | |
; Delays (type=hold only) and linear or cosine trasition periods (any key type) | |
; can be used to better synchonrise setting changes to the game's animations, | |
; or to smoothly adjust UI elements over a short period of time. | |
; | |
; Key bindings: For A-Z and 0-9 on the number row, just use that single | |
; character. For everything else (including mouse buttons), use the virtual key | |
; name (with or without the VK_ prefix) or hex code from this article: | |
; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx | |
; | |
; Keys can also be from XBox controllers using: | |
; XB_LEFT_TRIGGER, XB_RIGHT_TRIGGER, | |
; XB_LEFT_SHOULDER, XB_RIGHT_SHOULDER, | |
; XB_LEFT_THUMB, XB_RIGHT_THUMB, | |
; XB_DPAD_UP, XB_DPAD_DOWN, XB_DPAD_LEFT, XB_DPAD_RIGHT, | |
; XB_A, XB_B, XB_X, XB_Y, XB_START, XB_BACK, XB_GUIDE | |
; By default all attached controllers are used - to associate a binding with a | |
; specific controller add the controller number 1-4 to the prefix, like | |
; XB2_LEFT_TRIGGER, though this may be more useful for hunting than playing. | |
;------------------------------------------------------------------------------------------------------ | |
; Example for changing default settings | |
[Key1] | |
Key = caps | |
type=toggle | |
x = 0 | |
[Key2] | |
Key = k | |
type=toggle | |
y = 0 | |
[Key3] | |
Key = l | |
type=toggle | |
z = 0 | |
; Example to support momentary hold type overrides, like aiming. | |
;[Key2] | |
;Key = RBUTTON | |
;convergence = 0.1 | |
;type = hold | |
; Example for a toggle override. | |
;[Key3] | |
;Key = q | |
;separation = 0.1 | |
;type = toggle | |
;y = 0.0 | |
; Example for a momentary hold, but with a delay followed by a smooth | |
; transition (ms) on hold and release to sync better with the game. Note that | |
; delay only works with type=hold (for now), while transitions will work with | |
; all types. | |
;[Key4] | |
;Key = XB_LEFT_TRIGGER | |
;type = hold | |
;y = 0.25 | |
;delay = 100 | |
;transition = 100 | |
;transition_type = linear | |
;release_delay = 0 | |
;release_transition = 500 | |
;release_transition_type = cosine | |
; Example of a cycle transition that might be used to provide several presets | |
; that set both convergence and UI depth to suit different scenes in a game. | |
; Cosine transitions are used to smooth the changes over 1/10 of a second. | |
;[Key5] | |
;Key = Q | |
;type = cycle | |
;convergence = 1.45, 1.13, 0.98 | |
;z = 0.25, 0.5, 0.75 | |
;transition = 100 | |
;transition_type = cosine | |
;------------------------------------------------------------------------------------------------------ | |
; Shader hunting options. | |
; Default setup is to use keyboard similar to Helix presets | |
;------------------------------------------------------------------------------------------------------ | |
[Hunting] | |
; 0: Release mode is with shader hunting disabled, optimized for speed. | |
; 1: Hunting mode enabled | |
; 2: Hunting mode "soft disabled" - can be turned on via the toggle_hunting key | |
hunting=0 | |
; Highlight mode of currently selected shader / rendertarget. | |
; "skip" = skip shader. don't render anything using the currently selected shader. | |
; "original" = fall back to original shader if the currently selected shader was patched. | |
; "pink" = make the output hot pink to make it standout. | |
; "mono" = disable stereo for the selected shader / rendertarget. | |
; "zero" = shader output is all zero. NOTE: this has a big performance impact. | |
marking_mode=skip | |
; Key bindings: For A-Z and 0-9 on the number row, just use that single | |
; character. For everything else (including mouse buttons), use the virtual key | |
; name (with or without the VK_ prefix) or hex code from this article: | |
; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx | |
; | |
; XBox controllers are supported using the same bindings as the [Key] sections | |
; (see above). If the game already uses the first controller you might try | |
; using the second controller for hunting with e.g. XB2_LEFT_SHOULDER | |
; rotate through all VISIBLE pixel shaders at the current scene. | |
previous_pixelshader=VK_NUMPAD1 | |
next_pixelshader=VK_NUMPAD2 | |
mark_pixelshader=VK_NUMPAD3 | |
; rotate through all VISIBLE vertex shaders at the current scene. | |
previous_vertexshader=VK_NUMPAD4 | |
next_vertexshader=VK_NUMPAD5 | |
mark_vertexshader=VK_NUMPAD6 | |
; rotate through all USED index buffers at the current scene. | |
previous_indexbuffer=VK_NUMPAD7 | |
next_indexbuffer=VK_NUMPAD8 | |
mark_indexbuffer=VK_NUMPAD9 | |
; rotate through all USED render targets at the current scene. | |
previous_rendertarget=VK_DIVIDE | |
next_rendertarget=VK_MULTIPLY | |
mark_rendertarget=VK_SUBTRACT | |
; rotate through all VISIBLE geometry shaders at the current scene. | |
; This is disabled since these keys are commonly pressed while alt+tabbed out | |
;previous_geometryshader = < | |
;next_geometryshader = > | |
;mark_geometryshader = / | |
; rotate through all VISIBLE domain shaders at the current scene. | |
; This is disabled since these keys are commonly pressed while alt+tabbed out | |
;previous_domainshader = [ | |
;next_domainshader = ] | |
;mark_domainshader = \ | |
; rotate through all VISIBLE hull shaders at the current scene. | |
; This is disabled only because it is rarely needed | |
;previous_hullshader = MINUS | |
;next_hullshader = EQUALS | |
;mark_hullshader = BACKSPACE | |
; rotate through all USED compute shaders at the current scene. | |
; Disabling compute shaders may cause crashes, so these are | |
; not enabled by default: | |
;previous_computeshader = PAGE_UP | |
;next_computeshader = PAGE_DOWN | |
;mark_computeshader = HOME | |
; Re-enable shaders once done with hunting: | |
done_hunting=VK_ADD | |
; Screenshot as pns | |
take_screenshot=VK_SNAPSHOT | |
; reload all fixes from ShaderFixes folder | |
reload_fixes=VK_F10 | |
; Key to turn hunting itself on/off. This will also show/hide overlay. | |
; Hunting must be set to either 1 or 2 to enable this toggle. | |
toggle_hunting=VK_NUMPAD0 | |
; Key to reload the settings from the the d3dx.ini without restarting. This can | |
; be the same key as reload_fixes for convenience, or a different key may be | |
; used to avoid resetting the ini parameters every time the shaders are | |
; reloaded. Note that not all settings can be reloaded, so if something doesn't | |
; work as expected you may still have to restart the game: | |
reload_config=VK_F10 | |
; Hold this key to temporarily disable the fix - useful to quickly check what | |
; an effect looked like in the original game. | |
show_original=VK_F9 | |
; tunable parameter to use in modified shaders as variable (StereoParams.Load(int3(1,0,0)).xyzw) | |
; enabling tuning results in a small performance hit because the parameter texture | |
;tune_enable=1 | |
;tune_step=0.1 | |
;tune1_up=VK_INSERT | |
;tune1_down=VK_DELETE | |
;tune2_up=X | |
;tune2_down=Z | |
; Auto-repeat key rate in events per second. | |
repeat_rate=6 | |
; Dumps out the contents of each render target after every immediate draw call | |
; for the next frame. Takes up a large amount of space, so disabled by default. | |
;analyse_frame=VK_F8 | |
; Specifies options for the frame analysis feature. Options can be combined by | |
; separating them with a space. | |
; log: Log draw calls and state changes (one log file per context) | |
; hold: Continue analysing subsequent frames while the key is held | |
; dump_rt_jps: Dumps out render targets as JPS files. These are the easiest to | |
; work with and don't take up as much space as DDS files, but they | |
; are not dumped for every render target and are missing some data. | |
; dump_rt_dds: Dumps out render targets as DDS files. WARNING: This option may | |
; require hundreds of gigabytes and a long time! Only use it if | |
; you absolutely need more information than you can get otherwise. | |
; Will also dump buffer type render targets & UAVs as .buf files. | |
; dump_rt: Dumps render targets as JPS files when possible, or DDS when not. | |
; clear_rt: Clears each render target the first time they are used in the | |
; frame. Makes it easier to see what is being drawn if the game | |
; doesn't clear them, but might cause some effects not to render. | |
; dump_depth: Dumps depth/stencil targets as DDS files | |
; dump_tex_jps: Dumps textures as JPS files | |
; dump_tex_dds: Dumps textures as DDS files (Same warning as for dump_rt_dds) | |
; Will also dump buffer type shader resource views as .buf files. | |
; dump_tex: Dumps textures as JPS files when possible, or DDS when not. | |
; dump_cb: Dumps constant buffers as binary .buf files | |
; dump_cb_txt: Decodes constant buffers as an array of float4s | |
; dump_vb: Dumps vertex buffers as binary .buf files | |
; dump_vb_txt: Decodes vertex buffers as an array of float4s | |
; dump_ib: Dumps index buffers as binary .buf files | |
; dump_ib_txt: Decodes index buffers | |
; filename_reg: Normally the draw number is the first part of the filename so | |
; that the files will be sorted in the order they were used in | |
; the game. Sometimes it is more desirable to examine how a | |
; specific output changed through the frame and this option will | |
; place the register number first in the filename to allow that. | |
; mono: Dump out mono textures instead of stereo. To dump both, specify | |
; 'mono stereo'. If neither are specified, defaults to stereo. | |
; analyse_options can also be specified in [ShaderOverride*] and | |
; [TextureOverride*] sections to set up triggers to change the options mid-way | |
; through a frame analysis, either for a single draw call (default), or | |
; permanently (by adding the 'persist' keyword). | |
analyse_options = log dump_rt_jps clear_rt | |
;------------------------------------------------------------------------------------------------------ | |
; Chain load other wrapper DLLs instead of system DLLs. | |
;------------------------------------------------------------------------------------------------------ | |
[System] | |
;proxy_d3d9=d3d9_helix.dll | |
;proxy_d3d11=d3d11_helix.dll | |
; Options to use hooking instead of wrapping. Used in MGSV. Possible objects to hook include: | |
; deferred_contexts | |
; immediate_context | |
; device | |
; all - all of the above | |
; crash/hang workarounds: | |
; except_set_shader_resources - work around crash on Win 7 with evil update | |
; except_set_samplers - work around crash on Win 10 | |
; except_set_rasterizer_state - work around crash on Win 7 without evil update | |
; skip_dxgi_factory - hack for MGSV, not recommended for other games as it | |
; may disable core 3DMigoto functionality in some cases | |
; recommended - hook supported objects, safe workarounds enabled, skips not enabled | |
;hook=recommended | |
;------------------------------------------------------------------------------------------------------ | |
; Settings to force display device to a specific mode. | |
; Uncomment a value to force the specific setting. | |
;------------------------------------------------------------------------------------------------------ | |
[Device] | |
; overrides screen resolution. | |
;width=1280 | |
;height=720 | |
; overrides refresh rate set by game. | |
;refresh_rate=60 | |
; filters available video modes to those providing given refresh rates. | |
; some games don't explicitely set the refresh rate, but use the video mode. | |
; use this if setting refresh_rate doesn't work. | |
;filter_refresh_rate=24,59,60 | |
; forces creation of full screen devices and swap chains. | |
; use this for 3dtvplay if game won't active stereo mode. | |
; a value of 0 doesn't deactivate this option like on the others but | |
; forces the application into windowed mode. | |
;full_screen=1 | |
; This toggles forcing the full screen mode on and off. It will not take effect | |
; immediately, but will change what happens the next time the game tries to | |
; change the fullscreen mode. This is a specific hack to workaround a bug in | |
; Unity games, which crash when alt+tabbing out from exclusive mode fullscreen. | |
; | |
; To switch out of a Unity game without it crashing: | |
; Enable this option, Press F7, Alt+Enter, Alt+Tab | |
;toggle_full_screen = VK_F7 | |
; some games explicitely disable stereo, prohibiting any stereo attempts. | |
; settings this to 1 ignores all stereo disabling calls and also calls NvAPI_Stereo_Enable to force stereo on. | |
;force_stereo=1 | |
; almost all DX11 games deactivate window message handling. | |
; setting this to 1 reenables print screen handling, alt-tab key handling etc. | |
;allow_windowcommands=1 | |
; Indicates where the resolution is obtained for texture hashes. Comment this | |
; out to never special case hashes that match the resolution or a multiple. | |
; Possible values are swap_chain and depth_stencil. Recommended to test which | |
; works for a given game (e.g. CryEngine always creates a swap chain that | |
; matches the native resolution so has to use depth_stencil). | |
get_resolution_from = swap_chain | |
;------------------------------------------------------------------------------------------------------ | |
; Settings for NVidia stereo driver. | |
;------------------------------------------------------------------------------------------------------ | |
[Stereo] | |
; games which have their own stereo renderer disable the NVidia automatic | |
; stereo mode and render themselves into stereo buffers (Crysis 3 for example). | |
; Setting this to 1 disables the game stereo renderer and enables NVidia auto stereo mechanism. | |
; This also forces 'false' as a return for any request for NvAPI_Stereo_IsEnabled. | |
automatic_mode=0 | |
; Some games (CryEngine games, for example) lock the separation to a specific | |
; value, which can be undesirable. Set this to 1 to ignore these requests from | |
; the game to unlock the separation: | |
unlock_separation=0 | |
; games without predefined profiles can't save stereo settings. | |
; enabling this options automatically creates a profile for unknown games. | |
create_profile=0 | |
; sets the global surface creation heuristic for NVidia stero driver. | |
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings for surface creation mode. | |
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - Always create stereo surfaces. | |
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - Always create mono surfaces. | |
;surface_createmode=1 | |
; overrides surface creation mode for square surfaces. | |
;surface_square_createmode=1 | |
; Force the NvAPI_Initialize to return an error so that games think stereo and NVidia is unavailable. | |
force_no_nvapi=0 | |
;------------------------------------------------------------------------------------------------------ | |
; Settings for GPU manipulations. | |
; Render settings override | |
;------------------------------------------------------------------------------------------------------ | |
[Rendering] | |
; GPU program manipulations. | |
; | |
; Shaders in game will be replaced by these custom shaders. | |
override_directory=ShaderFixes | |
; Automatically patched shaders will be written here if caching is enabled. | |
cache_directory=ShaderCache | |
; Shaders that are directly compiled by the game, instead of binary, go here. | |
storage_directory=ShaderFromGame | |
; cache all compiled .txt shaders into .bin. this removes loading stalls. | |
cache_shaders=0 | |
; preload all patched shaders. there's a bug in NVidia auto stereoization if stereo shaders | |
; are being loaded during the game on some HW/SW combinations, which turns off auto patching | |
; for those stereo shaders (results in partial mono rendering). this is a workaround for this case. | |
preload_shaders=0 | |
; thread save data structure access. required on multithreaded rendering. | |
use_criticalsection=1 | |
; Setting this option disables scissor limits | |
rasterizer_disable_scissor=1 | |
; Tracks copies and updates to textures which may cause their hash to become | |
; out of sync with their contents - enable if texture hashes seem unreliable: | |
;track_texture_updates=1 | |
; Registers where the StereoParams and IniParams textures will be assigned - | |
; change if the game already uses these registers. Newly decompiled shaders | |
; will use the new registers, but existing shaders will not be updated - best | |
; workflow is to remove ShaderCache after changing these and run a search and | |
; replace on all shaders in ShaderFixes. Set to -1 to disable if not required. | |
stereo_params = 125 | |
ini_params = 120 | |
;------------------------------------------------------------------------------------------------------ | |
; Analyzation options. | |
; | |
; save all autofixed shaders as HLSL | |
export_fixed=0 | |
; save all shaders sent to DX11 as ASM, or as HLSL text files if compiled by game. | |
export_shaders=0 | |
; save all shaders seen as HLSL code, autofixed or not. 1= HLSL only, 2=HLSL+OriginalASM, 3=HLSL+OriginalASM+RecompiledASM | |
export_hlsl=0 | |
; stores a ShaderUsage.txt file on any marking button press. | |
dump_usage=1 | |
;------------------------------------------------------------------------------------------------------ | |
; Automatic shader fixes. Those settings here apply only on newly read shaders. | |
; All existing *_replace.txt or *_replace.bin files are not tampered with. | |
; If you change settings here, the best workflow is to delete all shaders in | |
; the shader cache directory and let them be fixed again. | |
; Stereoize all shader parameters with position semantic. | |
fix_sv_position=0 | |
; Pixel depth evaluation. | |
;fix_ZRepair_DepthTexture1=SceneDepthTexture.x | |
;fix_ZRepair_Dependencies1=MinZ_MaxZRatio | |
;fix_ZRepair_ZPosCalc1=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w | |
;fix_ZRepair_DepthTexture2=SceneDepthTexture.x | |
;fix_ZRepair_Dependencies2= | |
;fix_ZRepair_ZPosCalc2=zTex | |
;fix_ZRepair_PositionTexture=PositionTexture | |
;fix_ZRepair_PositionCalc=1024 * %s | |
; Inject depth texture if other depth sources are unavailable. | |
;fix_ZRepair_DepthTextureHash=8a19f087b004598f | |
; Correct inverse transformations in pixel shaders using evaluated depth. | |
;fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix | |
; Back projection coordinate fix. | |
; | |
; Available variables in expressions: | |
; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye | |
; stereoParams.y = Convergence value in w coordinates (1/z) | |
; stereoParams.z = -1/1 for left/right eye | |
; stereoParams.w = Separation value without eye separation | |
; stereoTune.x = tune value 1 (default is 1) | |
; stereoTune.y = tune value 2 (default is 1) | |
; stereoTune.z = tune value 3 (default is 1) | |
; stereoTune.w = tune value 4 (default is 1) | |
; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution | |
; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution | |
; zpos = current pixel z position in pixel shader | |
; wpos = current pixel w position in pixel shader | |
; Send inverse transformations from vertex shaders to pixel shaders. | |
;fix_BackProjectionTransform1=ScreenToTranslatedWorldMatrix._m00,ScreenToTranslatedWorldMatrix._m02,ScreenToTranslatedWorldMatrix._m01 | |
;fix_BackProjectionTransform2=ScreenToWorld._m00,ScreenToWorld._m02,ScreenToWorld._m01 | |
; Position variables to correct in pixel shaders. | |
;fix_ObjectPosition1=PointPositionAndInverseRadius | |
;fix_ObjectPosition1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5 | |
;fix_ObjectPosition2=SpotPositionAndInverseRadius | |
;fix_ObjectPosition2Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5 | |
; Matrix multiplications to correct in pixel shaders. | |
;fix_MatrixOperand1=TranslatedWorldToShadowMatrix | |
;fix_MatrixOperand1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5 - viewDirection.z*0.05 + (0.02791946-stereoParams.x/stereoParams.w), 0 | |
; autofix shader option: recompiles all vertex shaders. fixes minor differences in deferred rendering. | |
;recompile_all_vs=0 | |
;------------------------------------------------------------------------------------------------------ | |
; Shader manipulations without patches + shader filtering. | |
;------------------------------------------------------------------------------------------------------ | |
;[ShaderOverride1] | |
;Hash=69732c4f23cb6c48 | |
; Custom stereo separation value while rendering objects using this shader. | |
;Separation=0 | |
; Custom stereo convergence value while rendering objects using this | |
; shader (e.g. convergence=0 will move an object to infinity). | |
;Convergence=0 | |
; don't draw anything using this shader. | |
;Handling=skip | |
; advanced option: use this to override only if this shader is used rendering the given index buffer. | |
;IndexBufferFilter=b3e56ebc | |
; Use replaced shader only when there is no active depth buffer (for UI filtering) | |
;depth_filter = depth_inactive | |
; Use replaced shader only when there *IS* an active depth buffer (for UI filtering) | |
;depth_filter = depth_active | |
; Only use replaced shader when it is used in conjunction with a specific shader | |
; (e.g. to adjust a vertex shader ONLY when it is used with a specific pixel shader) | |
;partner=af7b880f07630615 | |
; Assignes a dummy render target to o0. Use to fix one-eye rendering issues in | |
; shaders that only write to a depth target: | |
;fake_o0=1 | |
; Override a value from [Constants] when this shader is used: | |
;x=2.0 | |
; Pass the dimensions of the active render target and resolution (obtained with | |
; get_resolution_from) into the shader: | |
;x1=rt_width | |
;y1=rt_height | |
;z1=res_width | |
;w1=res_height | |
; Use t0 from active pixel shader for texture filtering. Will be 0 if no | |
; [TextureOverride*] section exists for the texture or 1 if one does. For advanced | |
; filtering, set a value for filter_index in the [TextureOverride] section. | |
;x2=ps-t0 | |
; There's also support for copying textures, constant buffers, depth buffers, | |
; etc. from one shader to another. This is a complex topic - see this page: | |
; https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying | |
;------------------------------------------------------------------------------------------------------ | |
; texture / render target manipulations | |
;------------------------------------------------------------------------------------------------------ | |
; | |
; NOTE: If you are trying to match a texture the same size as the resolution (or | |
; a /2, x2, x4 or x8 multiple), you should confirm that the same hash is used | |
; on different resolutions, and adjust get_resolution_from if necessary. | |
; | |
; NOTE: If you find a texture hash seems to change inconsistently, try enabling | |
; track_texture_updates in the [Rendering] section. | |
; | |
;[TextureOverride1] | |
;Hash=c3e55ebd | |
; NVidia stores surface creation mode heuristics in the game profile. setting | |
; this option overrides the creation mode for a given texture / buffer. | |
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings. | |
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface. | |
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface. | |
;StereoMode=2 | |
;[TextureOverride2] | |
;Hash = e27b9d07 | |
; Prevent the game reading from this texture - will give the game a blank | |
; buffer instead. Used to prevent CryEngine games falsely culling objects. Use | |
; debug logging and look for Map calls to identify possible hashes. | |
;deny_cpu_read=1 | |
; Expand the region copied to this texture with CopySubresourceRegion (similar | |
; issue to rasterizer_disable_scissor). Used to solve issues with transparent | |
; refraction effects (like glass) in CryEngine games. | |
;expand_region_copy=1 | |
;------------------------------------------------------------------------------------------------------ | |
; Example of settings override by mouse button configuration | |
; Mapping of from game provided hard coded convergence values to custom values | |
; Those are values for L.A. Noir | |
; Example of settings override by mouse button configuration | |
;------------------------------------------------------------------------------------------------------ | |
;[ConvergenceMap] | |
;Map1=from 3e99999a to 0.3 | |
;Map2=from 3f800000 to 1.0 | |
;Map3=from 3f666666 to 0.9 | |
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