# Run the game in a framed window (requires windowed option) gfx.framed=false # Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) gfx.frame_rate_limit=0.0 # Patch the GPU device ID detection (leave empty to disable), format XXXX:YYYY, two 4 digit hex numbers (vid:pid). Examples: 1002:7146 (RV515, Radeon X1300), 1002:95C5 (RV620 LE, Radeon HD3450) gfx.pci_id=1002:7146 # Run the game windowed gfx.windowed=false # Windowed width, 0 for default size gfx.window_width=0 # Windowed height, 0 for default size gfx.window_height=0 # Up-/downscale the back buffer's width. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding height parameter. gfx.scale_back_buffer_width=0 # Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter. gfx.scale_back_buffer_height=0 # Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation). gfx.scale_back_buffer_filter=none # Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) gfx.forced_refresh_rate=-1 # D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter gfx.device_adapter=-1 # Disables the camera emulation cam.disable_emu=false # Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame. cam.disable_camera1=false # Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame. cam.disable_camera2=false # Override camera device ID 1 detection (copy from device manager, do not escape) Leave blank to automatically detect cam.device_id1= # Override camera device ID 2 detection (copy from device manager, do not escape) Leave blank to automatically detect cam.device_id2= # Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers) io.disable_card_reader_emu=false # Disable BIO2 emulation and enable usage of real BIO2 hardware io.disable_bio2_emu=false # Disables the poll limiter, warning very high CPU usage may arise io.disable_poll_limiter=false