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| 1 | +# OutRun2006Tweaks - https://github.com/emoose/OutRun2006Tweaks |
| 2 | + |
1 | 3 | [Performance] |
2 | | -# FramerateLimit: The max framerate for the game to use. |
3 | | -# Also overrides the fullscreen refresh rate that the game will request. |
4 | | -# Set to 0 to disable this framelimiter if you want to use an external one instead. |
5 | | -# (if game doesn't run at full framerate-limit setting, try checking with "DX/WINDOWED = 1" in outrun2006.ini) |
| 4 | +# Set to 0 to disable this framelimiter if you want to use an external one instead. |
| 5 | +# (with FramerateUnlockExperimental enabled, this can be increased above 60FPS without affecting game speed) |
6 | 6 | FramerateLimit = 60 |
7 | 7 |
|
8 | | -# FramerateLimitMode: Improves accuracy of the framerate limiter at a cost of higher CPU usage. |
9 | | -# The default 0 should work fine for most people, but if you have issues it might be worth trying the accurate mode. |
10 | | -# 0 = efficient mode |
11 | | -# 1 = accurate mode |
| 8 | +# 0 = efficient mode |
| 9 | +# 1 = accurate mode |
| 10 | +# The default 0 should work fine for most people, but if you have issues it might be worth trying the accurate mode. |
12 | 11 | FramerateLimitMode = 0 |
13 | 12 |
|
14 | | -# FramerateFastLoad: Unlimits framerate during load screens to help reduce load times. |
| 13 | +# Unlimits framerate during load screens to help reduce load times. |
15 | 14 | # 0 = disable |
16 | 15 | # 1 = unlimit framerate during load screens |
17 | 16 | # 2 = unlimit framerate & disable vsync during load screens (fastest load times but may cause screen flash) |
18 | 17 | FramerateFastLoad = 1 |
19 | 18 |
|
20 | | -# FramerateUnlockExperimental: Fixes game speeding up when playing with FramerateLimit above 60FPS. |
21 | | -# Works by forcing game to only update at 60Hz, while rendering is allowed to run at a higher rate. |
22 | | -# Since game still runs at 60Hz internally this isn't as good as a true framerate unlock, but might still be useful for some. |
23 | | -# (some textures/UI elements may animate faster at higher FPS, but gameplay should remain the same speed) |
24 | | -# Should be fine to leave this enabled in most cases, but if you have issues feel free to disable this here. |
| 19 | +# Should usually be fine to leave this enabled, but if you have frame issues feel free to disable this here. |
25 | 20 | FramerateUnlockExperimental = true |
26 | 21 |
|
27 | | -# VSync: VSync present interval for game to use, set to 0 to disable VSync. |
28 | | -# Will usually lock games framerate to screen-refresh-rate divided by VSync value. |
29 | | -# eg. a 60Hz screen with VSync = 2 will result in 30Hz (half-refresh) vsync. |
30 | | -# (if game isn't picking the correct screen-refresh-rate, try changing FramerateLimit above) |
| 22 | +# Set to 0 to disable VSync, 1 for normal v-sync, or 2 for half-refresh-rate vsync |
31 | 23 | VSync = 1 |
32 | 24 |
|
33 | 25 | [Vibration] |
34 | | -# Vibration: Allows vibration effects via XInput, using the original Xbox code to recreate them as PC was missing it entirely |
35 | | -# |
36 | | -# Xbox Series controllers should be able to use impulse trigger vibration via X1nput 1.3 (later versions don't appear to work) |
37 | | -# https://github.com/araghon007/X1nput/releases/tag/v1.3 |
38 | | -# Just extract the X1nput.ini & 32-bit XInput1_3.dll from that ZIP to game folder, and rename XInput1_3.dll to XInput1_4.dll |
39 | | - |
40 | | -# VibrationMode: Enable/disable the xbox vibration code, or customise it |
41 | | -# Values: |
42 | | -# 0 = disable |
43 | | -# 1 = enable xbox vibration code |
44 | | -# 2 = ^ with L/R motors swapped (recommended for impulse triggers) |
45 | | -# 3 = ^ with L/R motors merged together |
| 26 | +# Xbox Series controllers should be able to use impulse trigger vibration via X1nput 1.3 (later versions don't appear to work) |
| 27 | +# https://github.com/araghon007/X1nput/releases/tag/v1.3 |
| 28 | +# Just extract the X1nput.ini & 32-bit XInput1_3.dll from that ZIP to game folder, and rename XInput1_3.dll to XInput1_4.dll |
| 29 | + |
| 30 | +# Enable/disable the xbox vibration code, or customise it |
| 31 | +# 0 = disable |
| 32 | +# 1 = enable xbox vibration code |
| 33 | +# 2 = ^ with L/R motors swapped (recommended for impulse triggers) |
| 34 | +# 3 = ^ with L/R motors merged together |
46 | 35 | VibrationMode = 0 |
47 | 36 |
|
48 | | -# VibrationStrength: Strength of the vibration effect |
49 | | -# Valid range is 0 to 10 |
| 37 | +# VibrationStrength range is 0 to 10 |
50 | 38 | VibrationStrength = 10 |
51 | 39 |
|
52 | | -# VibrationControllerId: The XInput controller number to send vibration effects to |
53 | | -# Valid range is 0 to 3 |
54 | | -# The default 0 should work fine in most cases, but if you don't notice any vibration you can try increasing this here |
| 40 | +# 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 |
55 | 41 | VibrationControllerId = 0 |
56 | 42 |
|
57 | 43 | [Window] |
58 | | -# WindowedBorderless: Forces windowed mode to become borderless. |
59 | | -# Make sure to edit outrun2006.ini and set "DX/WINDOWED = 1" for borderless to become active. |
| 44 | +# Forces windowed mode to become borderless. (requires "DX/WINDOWED = 1" inside outrun2006.ini) |
60 | 45 | WindowedBorderless = true |
61 | 46 |
|
62 | | -# WindowPositionX / WindowPositionY: Position of the borderless window. |
63 | | -# Only applied if WindowedBorderless is set to true. |
| 47 | +# Only applied if WindowedBorderless is set to true. |
64 | 48 | WindowPositionX = 0 |
65 | 49 | WindowPositionY = 0 |
66 | 50 |
|
67 | | -# WindowedHideMouseCursor: Hides mouse cursor while game window is active. |
| 51 | +# Hides mouse cursor while game window is active. |
68 | 52 | WindowedHideMouseCursor = true |
69 | 53 |
|
70 | | -# DisableDPIScaling: Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100% |
| 54 | +# Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100% |
71 | 55 | DisableDPIScaling = true |
72 | 56 |
|
73 | | -# AutoDetectResolution: If games outrun2006.ini doesn't exist or is empty, makes game use primary screen resolution instead of 640x480. |
74 | | -# Also enables windowed mode + fog, and sets antialiasing to 2 - these can still be overridden through games Config.exe tool. |
| 57 | +# If the outrun2006.ini file doesn't exist, changes games default 640x480 resolution to primary display resolution instead |
| 58 | +# Otherwise the resolution from outrun2006.ini (or Config.exe tool) will be used |
75 | 59 | AutoDetectResolution = true |
76 | 60 |
|
77 | 61 | [Graphics] |
78 | | -# AnisotropicFiltering: Level of AF for game to use, 1 - 16, 0 to leave it at games default. |
| 62 | +# 1 - 16, 0 to leave it at games default. |
79 | 63 | AnisotropicFiltering = 16 |
80 | 64 |
|
81 | | -# TransparencySupersampling: Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge. |
82 | | -# May only work on NVIDIA cards. |
| 65 | +# Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge. |
83 | 66 | # For best results use this with "DX/ANTIALIASING = 2" inside outrun2006.ini |
84 | 67 | TransparencySupersampling = true |
85 | 68 |
|
86 | | -# ScreenEdgeCullFix: Fixes certain stage objects being culled out before they reach edge of screen, when playing at non-4:3 aspect ratio. |
| 69 | +# Fixes certain stage objects disappearing before they reach edge of screen, when playing at non-4:3 aspect ratio. |
87 | 70 | ScreenEdgeCullFix = true |
88 | 71 |
|
89 | | -# DisableVehicleLODs: Disables LODs on vehicles, reducing the ugly pop-in they have. |
| 72 | +# Disables LODs on vehicles, reducing the ugly pop-in they have. |
90 | 73 | DisableVehicleLODs = true |
91 | 74 |
|
92 | | -# DisableStageCulling: Disables culling of certain stage objects, so most distant objects won't obviously pop in to view. |
| 75 | +# Disables culling of certain stage objects, so most distant objects won't obviously pop in to view. |
93 | 76 | DisableStageCulling = true |
94 | 77 |
|
95 | | -# FixZBufferPrecision: Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in) |
| 78 | +# Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in) |
96 | 79 | FixZBufferPrecision = true |
97 | 80 |
|
98 | 81 | [Misc] |
99 | | -# SkipIntroLogos: skips the beginning intro logos, saving a couple seconds from startup time. |
100 | | -# (game will still show a white screen for 5-10 seconds while data loads in) |
| 82 | +# 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) |
101 | 83 | # Can also be enabled via -SkipIntros launch parameter. |
102 | 84 | SkipIntroLogos = false |
103 | 85 |
|
104 | | -# DisableCountdownTimer: disables the countdown timer, may be useful for modders, or those who just want to take a leisurely drive. |
| 86 | +# Disables the countdown timer, may be useful for modders, or those who just want to take a leisurely drive. |
105 | 87 | # Can also be enabled via -OuttaTime launch parameter. |
106 | 88 | DisableCountdownTimer = false |
107 | 89 |
|
108 | 90 | [Bugfixes] |
109 | | -# FixPegasusClopping: fixes looping clop sound effect remaining active through the session. |
| 91 | +# Fixes looping clop sound effect remaining active through the session. |
110 | 92 | FixPegasusClopping = true |
111 | 93 |
|
112 | | -# FixC2CRankings: fixes C2C scoreboard rankings not updating due to incomplete anti-piracy checks. |
113 | | -# (game still contained "SecuROM_Tripwire" checks inside it, despite Steam release not using SecuROM...) |
| 94 | +# Fixes C2C scoreboard rankings not updating due to incomplete anti-piracy checks. |
114 | 95 | FixC2CRankings = true |
115 | 96 |
|
116 | | -# PreventDESTSaveCorruption: prevents the save corruption caused by trying to remap controls with many devices connected. |
117 | | -# This usually resulted in player name replaced with "DEST" and some garbage text, along with player character model disappearing along with all unlocks/miles. |
| 97 | +# Prevents the "DEST" save corruption caused by remapping controls with many devices connected. |
118 | 98 | # (if you got hit by this bug, you can restore name/model by replacing first 0xB0 bytes in your corrupted License.dat file with the contents of a different one) |
119 | 99 | PreventDESTSaveCorruption = true |
120 | 100 |
|
121 | | -# FixLensFlarePath: game tries to load in lens flare data from common/, but the game files have it inside media/, causing lens flare not to be drawn. |
| 101 | +# Game tries to load in lens flare data from common/, but the game files have it inside media/, causing lens flare not to be drawn. |
122 | 102 | # If lens flare is still present inside media/ then this will just patch game to load it from there instead. |
123 | | -# (if you already moved the lens flare file yourself then no change will be applied) |
124 | 103 | FixLensFlarePath = true |
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