SoftTH
Lähetetty: Su Maalis 01, 2009 20:06
WB toimii SoftTH:lla, vaati hieman parametrien säätämistä ennen kuin suostui käyttämään sivuruutuja.
Oma konfiguraationi tiedoksi (osa muutoksista voi olla turhia, mutta tämä on ensimmäinen jolla lähti käyntiin kunnolla):
;
; SoftTH 1.09 configuration file
; by Kegetys, http://www.kegetys.net
;
[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left&right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format: 'RGB32', 'RGB16', 'RGB16D' or 'RGB32CUDA'.
; uploadMethod: Method used to upload image to secondary card(s): 'blit', 'D3D' or 'D3DCUDA'
; forceAffinity: Set to 1 to force process affinity to all processors/cores.
; borderSize: Size in pixels of frame border between monitors that is discarded
; sideExtraWidth: Width difference between middle and side monitors, or 'auto' to autodetect from desktop resolution
; noHotkeys: Set to 1 to disable all hotkeys
; noOSD: Set to 1 to disable on-screen display when changing settings
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=auto
secondaryHeight=auto
secondaryRefresh=auto
secondaryFormat=RGB32
uploadMethod=D3D
forceAffinity=1
borderSize=0
sideExtraWidth=0
noHotkeys=0
noOSD=0
[Direct3D]
; ** Advanced setting for Direct3D games **
; lensCorrection: Lens correction, set to 1 to enable support. >1 to enable by default
; lensCorrectionEdge: Lens correction edge offset
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
; altResetBehaviour: Do not reset lost main device after secondary device initialization (WDDM crash workaround)
lensCorrection=0
lensCorrectionEdge=0
hideNondefaultDevices=1
forceHorizontalFOV=0
forceResolutionWidth=5040
forceResolutionHeight=0
force16bitDepth=0
sleepBeforeRead=2
useMultihead=0
delayedPresent=0
autoSquash=0
altResetBehaviour=0
d3d8dll=auto
[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale focus window WindowRect
; doScaleClientRects: Scale focus window ClientRect
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=0
doScaleClientRects=1
mouseXoffset=auto
; Triplehead screenmodes to add to resolutions list (width multiplied by three and border added)
; width x height x refresh rate in Hz
; 'auto' adds current primary monitor desktop resolution
; Must be last in this file
[modes]
800x600x60
800x600x75
800x600x85
1024x768x60
1024x768x75
1024x768x85
1280x960x60
1280x960x75
1280x960x85
1280x1024x60
1280x1024x75
1280x1024x85
1600x1200x60
1600x1200x75
1600x1200x85
1680x1050x60
auto
Oma konfiguraationi tiedoksi (osa muutoksista voi olla turhia, mutta tämä on ensimmäinen jolla lähti käyntiin kunnolla):
;
; SoftTH 1.09 configuration file
; by Kegetys, http://www.kegetys.net
;
[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left&right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format: 'RGB32', 'RGB16', 'RGB16D' or 'RGB32CUDA'.
; uploadMethod: Method used to upload image to secondary card(s): 'blit', 'D3D' or 'D3DCUDA'
; forceAffinity: Set to 1 to force process affinity to all processors/cores.
; borderSize: Size in pixels of frame border between monitors that is discarded
; sideExtraWidth: Width difference between middle and side monitors, or 'auto' to autodetect from desktop resolution
; noHotkeys: Set to 1 to disable all hotkeys
; noOSD: Set to 1 to disable on-screen display when changing settings
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=auto
secondaryHeight=auto
secondaryRefresh=auto
secondaryFormat=RGB32
uploadMethod=D3D
forceAffinity=1
borderSize=0
sideExtraWidth=0
noHotkeys=0
noOSD=0
[Direct3D]
; ** Advanced setting for Direct3D games **
; lensCorrection: Lens correction, set to 1 to enable support. >1 to enable by default
; lensCorrectionEdge: Lens correction edge offset
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
; altResetBehaviour: Do not reset lost main device after secondary device initialization (WDDM crash workaround)
lensCorrection=0
lensCorrectionEdge=0
hideNondefaultDevices=1
forceHorizontalFOV=0
forceResolutionWidth=5040
forceResolutionHeight=0
force16bitDepth=0
sleepBeforeRead=2
useMultihead=0
delayedPresent=0
autoSquash=0
altResetBehaviour=0
d3d8dll=auto
[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale focus window WindowRect
; doScaleClientRects: Scale focus window ClientRect
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=0
doScaleClientRects=1
mouseXoffset=auto
; Triplehead screenmodes to add to resolutions list (width multiplied by three and border added)
; width x height x refresh rate in Hz
; 'auto' adds current primary monitor desktop resolution
; Must be last in this file
[modes]
800x600x60
800x600x75
800x600x85
1024x768x60
1024x768x75
1024x768x85
1280x960x60
1280x960x75
1280x960x85
1280x1024x60
1280x1024x75
1280x1024x85
1600x1200x60
1600x1200x75
1600x1200x85
1680x1050x60
auto