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PSPRecomp/profiles/vcs/config/VCSNative.ini
T
Jessica_Natalia 3bdd8699c2 fixed save games 2
fixed save games 2
2026-08-18 04:09:42 -03:00

127 lines
4.1 KiB
INI

; VCSNative default DirectX 12 performance configuration.
; Uses asynchronous GE execution, the cross-unit AOT hot-register cache, native
; indexed/strip submission, packed 0x0115 GPU decode, hardware culling and batch
; merging. Visual/input/audio follow-ups remain tracked separately under the local
; progress directory.
[Display]
Enabled=true
; Output resolution mode: PSP | Desktop | Custom
; PSP = 480x272 logical output
; Desktop = current Windows desktop/monitor resolution
; Custom = uses Width and Height below
ResolutionMode=Desktop
; Used by ResolutionMode=Custom. Valid ranges: Width 320-16384, Height 180-16384.
Width=1920
Height=1080
; Fullscreen=true uses a borderless desktop-sized window. In that mode Width/Height
; still define the Custom logical output size, but the window itself fills the desktop.
Fullscreen=true
AspectRatio=Stretch
UpscaleFilter=Bilinear
IntegerScale=false
ShowFPS=false
[Rendering]
Backend=DirectX12
HardwareTransform=true
DX12GEColor=true
TextureCacheEntries=8192
TextureCacheMB=512
; Internal render resolution mode: PSP | Scale | Desktop | Custom
; PSP = native 480x272 rendering
; Scale = 480x272 multiplied by InternalScale (1-8)
; Desktop = current Windows desktop/monitor resolution
; Custom = uses InternalWidth and InternalHeight below
InternalResolutionMode=Desktop
; Used only by InternalResolutionMode=Scale.
InternalScale=2
; Used only by InternalResolutionMode=Custom.
; Valid ranges: InternalWidth 480-16384, InternalHeight 272-16384.
InternalWidth=1920
InternalHeight=1080
MSAA=1
SMAA=false
AnisotropicFiltering=1
DepthPrecision=24
ExperimentalGpuColorPreview=false
GeometryDebugColors=false
DumpGpuFrameVblank=0
[Timing]
FrameRate=120
RealtimeSpeedDiagnostics=false
RealtimeSpeedIntervalVblanks=240
[Audio]
Enabled=true
Volume=100
Diagnostics=false
PrebufferBlocks=8
RecoveryPrebufferBlocks=14
[Widescreen]
Enabled=true
AspectRatio=auto
[Project2DFX]
Enabled=false
PerformanceLog=false
[SimulateHDR]
Enabled=false
[DrawDistance]
; Correctness 0.1: implementation is complete but remains opt-in so normal
; gameplay/performance can be compared directly against the clean GitHub baseline.
; Change only Enabled=true to test the prefilled 1.50x extension.
Enabled=false
World=1.50
Vehicles=1.50
NPCs=1.50
[Frontend]
; V9 load-only startup: the removed BootToGameMenu path can no longer be
; enabled. After the intro, the first AUTOLOAD/LOAD is presented as the
; in-frame PSP Load Game slot picker instead.
; false = keyboard/gamepad only; no desktop cursor or mouse clicks in savedata.
MouseMenu=false
[Textures]
; Texture replacement matched by the texture's internal name inside the game's
; TEX containers -- the same name VCS IMG Studio shows. Nothing is matched by
; VRAM address, so installing a mod that rebuilds the archives does not
; invalidate your files: the names are re-read from whatever is installed.
;
; Use .dds exported as UNCOMPRESSED A8R8G8B8. That is lossless with a full
; 8-bit alpha channel, which is what interface art needs -- DXT quantizes in 4x4
; blocks and ruins sharp edges, and DXT1 carries only one bit of alpha. Nothing
; is gained by compressing: every override is decoded to RGBA8 before upload.
;
; .png is read too, but only if the ffmpeg in this build has a PNG decoder, and
; the one shipped here does not (it is a minimal build for the PMF movies). A
; .png override is skipped with a line in the log saying so.
Enabled=false
; Relative to the executable directory. Subfolders are scanned as well and are
; only for organisation: <dir>/UI/HUD/radar.png and <dir>/radar.png both replace
; the texture named "radar".
Directory=TexturesDDS
[Controls]
CameraStick=true
MouseSensitivity=12
InvertCameraY=false
PedCameraUpLimitDegrees=10
ModernControlScheme=false
[Testing]
; INTERNAL DEVELOPER TOOL ONLY. This is not a general gameplay save-state.
; false = F8/F10 checkpoint/trace hotkeys are completely disabled in normal play.
; true = F8 captures SAVE_REPRO checkpoint and F10 dumps its diagnostic trace.
; RESTORE_SAVE_REPRO.bat explicitly enables this harness only for its own run.
SaveRepro=false
[Diagnostics]
LogToFile=true
LogFile=VCSNative.log
FlushEveryLine=false