Certo, il tempo di fare un paio di prove
Te lo divido in due messaggi perché è troppo lungo
Te lo divido in due messaggi perché è troppo lungo
Spoiler:
; extended config (currently loaded prior to cam.cfg)
;
; contains defaults to enable enhancements and other settings to run nicely on modern systems
; (remove/rename file to go old school)
; ------------
; display mode
; ------------
; enable Direct3D 9 based display system (instead of the legacy DirectX 6 one)
use_d3d_display
d3d_disp_no_rgb10_buf
; use a single resolution for both menu system and in-game, with normal double buffering (in fullscreen)
single_display_mode 2
; same as above but with triple buffering
;single_display_mode 3
; alternative buffering mode that uses blitting instead of buffer flipping in fullscreen, the same method
; as windowed mode uses (vsync may sporadically miss frame starts on some systems)
;single_display_mode
; scale menu system to fit screen (in "single_display_mode") using 3D HW for best quality
; (if you're having trouble like a black screen when starting the game try mode 0 or 1)
; when "use_d3d_display" is enabled, 3D HW is always used, this only sets the scale mode to fit screen
ui_scale_mode 2
; display refresh synchronization mode (in "single_display_mode"), default is 3 which means enabled
; in-game and in menu screens. To disable synch, set mode 0.
; NOTE: certain graphics driver settings may override synch behavior of the game
; NOTE2: synch support in windowed mode with "use_d3d_display", may depend on Windows version and settings
;vsync_mode 0
; for displays with really high refresh rates (like 120 Hz) the game might be running too fast,
; try following mode to make the game update every second display refresh (if supported by the card/driver)
;vsync_mode 7
; software based framerate limiter (in "single_display_mode")
framerate_cap 100.0
; use 32-bit rendering for everything (also filters out 16-bit video modes)
; (this is automatically enabled with "use_d3d_display", which doesn't support 16-bit modes)
force_32bit
; force game to run in windowed mode
;force_windowed
; for graphics cards that support it, limit buffering of GPU commands to 1 frame in menu screens, to keep
; input lag to a minimum (for older cards where this has no effect, it should also work to reduce lag by
; setting "SlowFrameUI" to a value that corresponds to the refresh rate or slightly below)
d3d_disp_limit_gpu_frames 1
; enabling limiting in-game can have a positive effect by reducing framerate unevenness, stuttering and/or
; mouse lag, at potentially some framerate loss, which may not be an issue if the framerate is high anyway
; (should probably be avoided for CrossFire/SLI type of setups)
;d3d_disp_limit_gpu_frames 1 1
; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
;d3d_disp_scaled_2d_overlay 64
; alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled up
; to the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)
;d3d_disp_scaled_2d_overlay 640 480
; force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple
; (smoothness/fuzziness vs pixel perfectness)
;d3d_disp_force_filter_scale2d
; lock horizontal FOV to be the same in widescreen modes as in 4:3 (compensates vertical FOV instead)
;widescreen_lock_hfov
; FOV, specified for reference 4:3 aspect ratio, widescreen automatically adjusts this value
; (default is 90)
;fov 90
; up to 8 user defined display modes, if you want some resolution that isn't supported by default
; format: <width> <height> [ <bitsPerPixel> [ <aspectX> <aspectY> ] ]
; NOTE: resolutions exceeding 2048 only work with "use_d3d_display" (because DirectX 6 doesn't support larger)
;
; 1600x768 32bpp 25:12 (skipping "32 25 12" would also work because default is 32-bit and aspect would be auto)
;user_mode1 1600 768 32 25 12
; 2880x900 32bpp 16:5
;user_mode2 2880 900 32 16 5
; 6144x1536 32bpp - three 4:3 monitors at 2048x1536 each, gives an aspect ratio of 4*3:3
;user_mode3 6144 1536 32 12 3
; 3840x1024 32bpp - three 4:3 monitors at 1280x1024 each gives an aspect ratio of 4*3:3
;user_mode4 3840 1536 32 12 3
; 3200×2048 32bpp 25:16 (WQSXGA)
;user_mode5 3200 2048 32 25 16
; enabling this option allows the UI (menus, map/objectives, readables) screens to have its own gamma setting
; useful if you get blinded everytime you open the map or read a book
;gamma_ui 2.7
; --------------
; movie playback
; --------------
; display movie within the UI area instead of maximizing (only meaningful when "ui_scale_mode 1" is specified)
;scale_movie_to_ui
; crop movies to fill out widescreen displays better (does NOT work in combination with "scale_movie_to_ui")
; the original shock cutscenes are letterboxed so this works well there, for thief it's a judgement call to
; lose some of the bottom and top parts of the image in favor of covering more of the monitor (the default
; crop rect, when not supplying a custom one, is optimized for SS2 and is 0 70 640 340)
;crop_movies
; alternatively a custom crop rect (left, top, width, height) can be specified with the "crop_movies" var
; in virtual 640x480 space, meaning regardless of what resolution the movie is the crop rect is still
; specified as if the movie were 640x480
;crop_movies 0 70 640 340
; filter quality used during internal processing of movie, default is 4, if you have performance issues
; you can try lowering the quality
;movie_sw_scale_quality 2
; (thief) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
movie_crop_exclude credits.avi+success.avi+death.avi
; (shock) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
;movie_crop_exclude intro.avi+credits.avi
; gamma setting for movie playback (default is 1.0)
;gamma_movie 0.7
; ---------------
; texture quality
; ---------------
; load/create all textures as 32-bit and enable other 32-bit rendering path for some other subsystems
force_32bit_textures
; enable hardware mipmaps (mode 1 may be faster but may or may not be at lower quality, depends on driver/HW)
; NOTE: on less powerful machines this may cause temporary framerate drops as textures are cached in to gfx mem,
; try disabling mipmaps by removing the option or setting it to 0.
mipmap_mode 2
; mipmap generation mode for lightmaps (only used when hardware mipmaps are enabled), disabled in an attempt
; to reduce occasional light bleeding artifacts (YMMV)
; 0 disabled, 1 fastest, 2 use same method as mipmap_mode (default when no mode is explicitly set)
lm_mipmap_mode 0
; clear lightmap texture surfaces (reduces occurrences of light bleeding artifacts)
lm_init_texmem 2
; 1 pixel spacing between cached lightmaps to reduce light bleeding artifacts (requires "lm_init_texmem 2")
lm_filter_margin 1
; enable 16 sample anisotropic texture filtering
tex_filter_mode 16
; enable trilinear texture filtering
tex_filter_trilinear
; adjust the distance factor at which lower mip maps are selected by HW (a value between -16.0 and 16.0)
;mipmap_bias -1.0
; disable the use of anisotropic filtering for lightmaps (combined with other lm_ settings may help reduce light
; bleeding artifacts)
disable_lightmap_aniso
; enable edge padding of alpha textures (that are no larger than 256) to get rid of purple outlines (this
; will add some extra processing while loading texture)
tex_edge_padding 2
; edge padding size can be adjusted to increase quality of lower mipmaps (larger pad size) or to reduce the
; amount of processing during load (smaller pad size)
;tex_max_edge_padding 8
;
; contains defaults to enable enhancements and other settings to run nicely on modern systems
; (remove/rename file to go old school)
; ------------
; display mode
; ------------
; enable Direct3D 9 based display system (instead of the legacy DirectX 6 one)
use_d3d_display
d3d_disp_no_rgb10_buf
; use a single resolution for both menu system and in-game, with normal double buffering (in fullscreen)
single_display_mode 2
; same as above but with triple buffering
;single_display_mode 3
; alternative buffering mode that uses blitting instead of buffer flipping in fullscreen, the same method
; as windowed mode uses (vsync may sporadically miss frame starts on some systems)
;single_display_mode
; scale menu system to fit screen (in "single_display_mode") using 3D HW for best quality
; (if you're having trouble like a black screen when starting the game try mode 0 or 1)
; when "use_d3d_display" is enabled, 3D HW is always used, this only sets the scale mode to fit screen
ui_scale_mode 2
; display refresh synchronization mode (in "single_display_mode"), default is 3 which means enabled
; in-game and in menu screens. To disable synch, set mode 0.
; NOTE: certain graphics driver settings may override synch behavior of the game
; NOTE2: synch support in windowed mode with "use_d3d_display", may depend on Windows version and settings
;vsync_mode 0
; for displays with really high refresh rates (like 120 Hz) the game might be running too fast,
; try following mode to make the game update every second display refresh (if supported by the card/driver)
;vsync_mode 7
; software based framerate limiter (in "single_display_mode")
framerate_cap 100.0
; use 32-bit rendering for everything (also filters out 16-bit video modes)
; (this is automatically enabled with "use_d3d_display", which doesn't support 16-bit modes)
force_32bit
; force game to run in windowed mode
;force_windowed
; for graphics cards that support it, limit buffering of GPU commands to 1 frame in menu screens, to keep
; input lag to a minimum (for older cards where this has no effect, it should also work to reduce lag by
; setting "SlowFrameUI" to a value that corresponds to the refresh rate or slightly below)
d3d_disp_limit_gpu_frames 1
; enabling limiting in-game can have a positive effect by reducing framerate unevenness, stuttering and/or
; mouse lag, at potentially some framerate loss, which may not be an issue if the framerate is high anyway
; (should probably be avoided for CrossFire/SLI type of setups)
;d3d_disp_limit_gpu_frames 1 1
; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
;d3d_disp_scaled_2d_overlay 64
; alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled up
; to the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)
;d3d_disp_scaled_2d_overlay 640 480
; force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple
; (smoothness/fuzziness vs pixel perfectness)
;d3d_disp_force_filter_scale2d
; lock horizontal FOV to be the same in widescreen modes as in 4:3 (compensates vertical FOV instead)
;widescreen_lock_hfov
; FOV, specified for reference 4:3 aspect ratio, widescreen automatically adjusts this value
; (default is 90)
;fov 90
; up to 8 user defined display modes, if you want some resolution that isn't supported by default
; format: <width> <height> [ <bitsPerPixel> [ <aspectX> <aspectY> ] ]
; NOTE: resolutions exceeding 2048 only work with "use_d3d_display" (because DirectX 6 doesn't support larger)
;
; 1600x768 32bpp 25:12 (skipping "32 25 12" would also work because default is 32-bit and aspect would be auto)
;user_mode1 1600 768 32 25 12
; 2880x900 32bpp 16:5
;user_mode2 2880 900 32 16 5
; 6144x1536 32bpp - three 4:3 monitors at 2048x1536 each, gives an aspect ratio of 4*3:3
;user_mode3 6144 1536 32 12 3
; 3840x1024 32bpp - three 4:3 monitors at 1280x1024 each gives an aspect ratio of 4*3:3
;user_mode4 3840 1536 32 12 3
; 3200×2048 32bpp 25:16 (WQSXGA)
;user_mode5 3200 2048 32 25 16
; enabling this option allows the UI (menus, map/objectives, readables) screens to have its own gamma setting
; useful if you get blinded everytime you open the map or read a book
;gamma_ui 2.7
; --------------
; movie playback
; --------------
; display movie within the UI area instead of maximizing (only meaningful when "ui_scale_mode 1" is specified)
;scale_movie_to_ui
; crop movies to fill out widescreen displays better (does NOT work in combination with "scale_movie_to_ui")
; the original shock cutscenes are letterboxed so this works well there, for thief it's a judgement call to
; lose some of the bottom and top parts of the image in favor of covering more of the monitor (the default
; crop rect, when not supplying a custom one, is optimized for SS2 and is 0 70 640 340)
;crop_movies
; alternatively a custom crop rect (left, top, width, height) can be specified with the "crop_movies" var
; in virtual 640x480 space, meaning regardless of what resolution the movie is the crop rect is still
; specified as if the movie were 640x480
;crop_movies 0 70 640 340
; filter quality used during internal processing of movie, default is 4, if you have performance issues
; you can try lowering the quality
;movie_sw_scale_quality 2
; (thief) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
movie_crop_exclude credits.avi+success.avi+death.avi
; (shock) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
;movie_crop_exclude intro.avi+credits.avi
; gamma setting for movie playback (default is 1.0)
;gamma_movie 0.7
; ---------------
; texture quality
; ---------------
; load/create all textures as 32-bit and enable other 32-bit rendering path for some other subsystems
force_32bit_textures
; enable hardware mipmaps (mode 1 may be faster but may or may not be at lower quality, depends on driver/HW)
; NOTE: on less powerful machines this may cause temporary framerate drops as textures are cached in to gfx mem,
; try disabling mipmaps by removing the option or setting it to 0.
mipmap_mode 2
; mipmap generation mode for lightmaps (only used when hardware mipmaps are enabled), disabled in an attempt
; to reduce occasional light bleeding artifacts (YMMV)
; 0 disabled, 1 fastest, 2 use same method as mipmap_mode (default when no mode is explicitly set)
lm_mipmap_mode 0
; clear lightmap texture surfaces (reduces occurrences of light bleeding artifacts)
lm_init_texmem 2
; 1 pixel spacing between cached lightmaps to reduce light bleeding artifacts (requires "lm_init_texmem 2")
lm_filter_margin 1
; enable 16 sample anisotropic texture filtering
tex_filter_mode 16
; enable trilinear texture filtering
tex_filter_trilinear
; adjust the distance factor at which lower mip maps are selected by HW (a value between -16.0 and 16.0)
;mipmap_bias -1.0
; disable the use of anisotropic filtering for lightmaps (combined with other lm_ settings may help reduce light
; bleeding artifacts)
disable_lightmap_aniso
; enable edge padding of alpha textures (that are no larger than 256) to get rid of purple outlines (this
; will add some extra processing while loading texture)
tex_edge_padding 2
; edge padding size can be adjusted to increase quality of lower mipmaps (larger pad size) or to reduce the
; amount of processing during load (smaller pad size)
;tex_max_edge_padding 8
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