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# Set to 0 to disable VSync, 1 for normal v-sync, or 2 for half-refresh-rate vsync
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VSync = 1
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[Vibration]
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# Enable/disable the xbox vibration code, or customise it
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# 0 = disable
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# 1 = enable xbox vibration code
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# 2 = ^ with L/R motors swapped
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# 3 = ^ with L/R motors merged together
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VibrationMode = 1
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[Graphics]
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# Adjusts the UI scaling applied by the game
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# 0 = game default, stretches to screen ratio
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# 1 = 4:3 UI centered to middle of screen
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# 2 = mostly fixed scaling without stretching, based on Outrun Online Arcade
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#
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# NOTE: these modes will enable 4:3 letterboxing during menus, but in-game won't have any letterboxing
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# Outrun Online Arcade scaling required many manual code fixes, if you notice anything broken please let me know!
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UIScalingMode = 0
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#XInput device to send vibration to, default should work fine in most cases, but if you don't notice any vibration you can try increasing this here
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VibrationControllerId = 0
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#1 - 16, 0 to leave it at games default.
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AnisotropicFiltering = 16
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#VibrationStrength range is 0 to 10
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VibrationStrength = 10
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#Resolution used for car reflections, games default is 128x128, 2048x2048 seems a reasonable improvement
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ReflectionResolution = 2048
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# Enable/disable Xbox Series impulse trigger vibration, or customise it
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# (VibrationMode must be enabled above for this to work)
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# 0 = disable
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# 1 = enable impulse triggers
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# 2 = ^ with L/R motors swapped (recommended for impulse triggers)
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# 3 = ^ with L/R motors merged together
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ImpulseVibrationMode = 2
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# Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge.
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# For best results use this with "DX/ANTIALIASING = 2" inside outrun2006.ini
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TransparencySupersampling = true
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# Multipliers of the trigger vibration, the normal controller motor vibration is multiplied by these to set trigger value
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ImpulseVibrationLeftMultiplier = 0.20
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ImpulseVibrationRightMultiplier = 0.20
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# Fixes certain stage objects disappearing before they reach edge of screen, when playing at non-4:3 aspect ratio.
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ScreenEdgeCullFix = true
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[Window]
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# Forces windowed mode to become borderless. (requires "DX/WINDOWED = 1" inside outrun2006.ini)
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WindowedBorderless = true
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# Disables LODs on vehicles, reducing the ugly pop-in they have.
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DisableVehicleLODs = true
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# Only applied if WindowedBorderless is set to true.
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WindowPositionX = 0
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WindowPositionY = 0
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# Disables culling of certain stage objects, so most distant objects won't obviously pop in to view.
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DisableStageCulling = true
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#Hides mouse cursor while game window is active.
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WindowedHideMouseCursor = true
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#Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in)
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FixZBufferPrecision = true
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# Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100%
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DisableDPIScaling = true
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# Allows textures to be replaced if a matching texture exists inside textures\load\ folder
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# Textures must be named as [hash]_[width]x[height].dds, where hash/width/height comes from the original texture to be replaced
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# They can also be kept in seperate subfolders for the texture package the original texture belongs to, or just kept inside the base texture\load\ folder
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# You can find the correct filename/texture package name by enabling TextureDump below
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SceneTextureReplacement = true
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UITextureReplacement = true
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# If the outrun2006.ini file doesn't exist, changes games default 640x480 resolution to primary display resolution instead
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# Otherwise the resolution from outrun2006.ini (or Config.exe tool) will be used
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AutoDetectResolution = true
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# Dumps out textures into textures\dump\ folder as the game loads them in (if a replacement texture isn't loaded)
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# Textures will be dumped into separate subfolders for the texture package each texture belongs to
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SceneTextureDump = false
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UITextureDump = false
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[Audio]
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# Allows game to load in uncompressed WAV files instead of compressed OGG
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# WAV files must have the same filename as the original OGG, eg. "Sound\14_Rush_a_Difficulty_1989.wav"
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# Only WAV & OGG are supported by the game, other formats such as FLAC must be converted to WAV for game to use
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AllowUncompressedBGM = true
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# Adds support for loading FLAC audio files
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# This requires AllowUncompressedBGM to be enabled to work
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# FLAC files must have the same filename as the original OGG, eg. "Sound\14_Rush_a_Difficulty_1989.flac"
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# (requires AllowUncompressedBGM to be enabled to work)
# Enable/disable the xbox vibration code, or customise it
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+
# 0 = disable
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+
# 1 = enable xbox vibration code
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+
# 2 = ^ with L/R motors swapped
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# 3 = ^ with L/R motors merged together
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VibrationMode = 1
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#1 - 16, 0 to leave it at games default.
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AnisotropicFiltering = 16
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#XInput device to send vibration to, default should work fine in most cases, but if you don't notice any vibration you can try increasing this here
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VibrationControllerId = 0
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#Resolution used for car reflections, games default is 128x128, 2048x2048 seems a reasonable improvement
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ReflectionResolution = 2048
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#VibrationStrength range is 0 to 10
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VibrationStrength = 10
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# Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge.
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# For best results use this with "DX/ANTIALIASING = 2" inside outrun2006.ini
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TransparencySupersampling = true
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# Enable/disable Xbox Series impulse trigger vibration, or customise it
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+
# (VibrationMode must be enabled above for this to work)
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+
# 0 = disable
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+
# 1 = enable impulse triggers
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+
# 2 = ^ with L/R motors swapped (recommended for impulse triggers)
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# 3 = ^ with L/R motors merged together
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ImpulseVibrationMode = 2
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# Fixes certain stage objects disappearing before they reach edge of screen, when playing at non-4:3 aspect ratio.
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ScreenEdgeCullFix = true
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# Multipliers of the trigger vibration, the normal controller motor vibration is multiplied by these to set trigger value
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ImpulseVibrationLeftMultiplier = 0.20
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ImpulseVibrationRightMultiplier = 0.20
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# Disables LODs on vehicles, reducing the ugly pop-in they have.
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DisableVehicleLODs = true
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[Window]
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# Forces windowed mode to become borderless. (requires "DX/WINDOWED = 1" inside outrun2006.ini)
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WindowedBorderless = true
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# Disables culling of certain stage objects, so most distant objects won't obviously pop in to view.
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DisableStageCulling = true
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# Only applied if WindowedBorderless is set to true.
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WindowPositionX = 0
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WindowPositionY = 0
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#Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in)
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FixZBufferPrecision = true
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#Hides mouse cursor while game window is active.
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WindowedHideMouseCursor = true
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# Allows textures to be replaced if a matching texture exists inside textures\load\ folder
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# Textures must be named as [hash]_[width]x[height].dds, where hash/width/height comes from the original texture to be replaced
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# They can also be kept in seperate subfolders for the texture package the original texture belongs to (or just kept inside the base texture\load\ folder)
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# You can find the correct filename/texture package name by enabling TextureDump below
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SceneTextureReplacement = true
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UITextureReplacement = true
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# Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100%
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DisableDPIScaling = true
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# Dumps out textures into textures\dump\ folder as the game loads them in, if a replacement texture isn't loaded
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# Textures will be dumped into separate subfolders for the texture package each texture belongs to
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SceneTextureDump = false
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UITextureDump = false
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# If the outrun2006.ini file doesn't exist, changes games default 640x480 resolution to primary display resolution instead
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# Otherwise the resolution from outrun2006.ini (or Config.exe tool) will be used
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AutoDetectResolution = true
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[Misc]
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# Skips the beginning intro logos, saving a couple seconds from startup time. (game will still show a white screen for 5-10 seconds while data loads in)
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