# 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
