FPS Tweak

If you have trouble with something In-Game, with the client or the forum.
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quafe123
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FPS Tweak

hey i have found an tool to incresse my low FPS wile Mass RvR /realm invation

https://www.prondrknorr.com/daoc-video-tweaks/

one of tools are :

dgVoodoo2 (converts DirectX 9 to DirectX 12)
Prondr’s dgVoodoo


can i try this tools with out to be baned from eden ?

15 fps wile attacking a keep feels lesser then in 2004

thx
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Pollo Jack
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Re: FPS Tweak

Also curious
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quafe123
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Re: FPS Tweak

Image

reshade. FPS : yes : Graphics: yes


Newest version of
https://github.com/dege-diosg/dgVoodoo2/releases
( copy "new" dx9.dll from MS folder (x86) to Daoc folder. )
or read manuell !

read : https://www.prondrknorr.com/daoc-video-tweaks/

and newest
https://reshade.me/
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CyReX
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Re: FPS Tweak

First of all, its sooooo great that someone is trying to find an solution to this issue. Absolutely great work!

Sadly this didnt work for me.

Running 6th gen intel with 6 cores and 12 threads. 2080ti and 64 gb ram on win11 (did an reinstall to win10 and same issue there)

Following theese steps didnt help the fps at all and i started to get major screen tear. Also made my game crash way more frequent then before (game just closes with no error message).

Getting as low as 2 fps and up to 600 ms on frametime in RvR even with settings to low (No shadows, No face morph, Classic waters etc) and spell effects none. Usually with a bg at 100+ its 6-15 fps and 100ms frametime.

CPU load is max 40% and GPU load is max 30%

Thanks for the tip tho! Worth the try.

Also i noticed the newest version of dgVoodo2 didn't change DirectX to 12. But installing a earlier version like 2.72 got the game into DirectX12. I got this by clicking "Prondr’s dgVoodoo + ReShade settings direct download" in the https://www.prondrknorr.com/daoc-video-tweaks/ link. After getting DX12 to work the graphic got a bit more shiny, but FPS issue still exists, a little bit worse to be honest.

So i changed from my pc to my laptop instead. 12th gen intel, 3070ti and 16gb ram. only 80 in BG atm but so far FPS is waaaay better. 25-50 fps so far. Also everything on full and on.

So CPU has a lot to say here! I have not tested dgVoodo2 yet on my laptop.

I've also heard someone being able to fix this with an openVPN. Dont know server details tho. So far ive tried English server and German server (because a little bird told me English works for most and eden server is in Germany). Nothing helps. Anyway it does not make any sense that an VPN would fix FPS issue. Ping and packet loss absolutely! But not low FPS... Most likely it all got lost in translation somewhere down the line.

Also I've tried DXCPL (The built in DirectX force'er in windows) and this does not work on daoc. i tried adding camelot.exe, gamel.dll and even patchui.dll into DXCPL and the game refuses to start in DirectX12. But even if it would work i know that when using dgVoodoo2 (witch does work forcing it into dx12) it does not help with fps. if anything it makes it worse. I've even tried all of the DirectX versions.

I'm starting to believe the game needs a full revamp with new mapping on how files in the game work (Full re coding of the game so it stop using single thread and start using multiple threads/cores from the processor) in order to fix the fps issue... Realistically this will never happen. EA games will not budget their Devs to do this on a dying game. Hopefully CSE will finish Camelot Unchained soon :)
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CyReX
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Re: FPS Tweak

Found this random video on YT.

https://www.youtube.com/watch?app=desktop&v=d4mXci2h1Lw

It wont fix your FPS issue, but it might fix the random LD's while raiding.

Also figured out turning characters over to classic skins helped alot. and turning on old terrains helped almost as much. Old trees and old water prolly help aswell.
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Pollo Jack
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Re: FPS Tweak

This took me from ~60 struggling to solid 165.

Latest dgvoodoo, copied dgvoodoocpl into daoc folder. Copied d3d9.dll from ms/64 into daoc folder.

Followed the suggested tweaks from prondr.

TWO things to note!

DOES NOT WORK ON RX 5500 VIDEO CARD. It also doesn't work for 5700 XT.

ENABLE WINDOWED FULLSCREEN or this FPS increase will go away when you alt+tab.
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michaeas
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Re: FPS Tweak

KK, I just wanted to post a few things about the information from the Prondrknorr web site.

I haven't downloaded or installed the post processing software Reshade nor the dgVoodoo2 program so I cannot comment on those.

However, upon closer look at the web site and the nVidia control panel settings I did see something I wanted to caution you about. The poster has enabled both his DSR factors and settings and has also enabled his image sharpening settings. These two tools are quite different and are used for different things. Enabling them both could cause issues with older games like Dark Age of Camelot.

DSR or Dynamic Super Resolution is a system that renders an image on the GPU at a higher resolution than the display resolution. The GPU then downscales the image to the lower resolution of the display. This allows a higher fidelity image to be displayed with a higher pixel count than what the native resolution would normally allow.

Image Sharpening is part of nVidia's Image Scaling or NIS. NIS is a system that allows your GPU to render an image at a LOWER resolution than the resolution of the display. The image is then upscaled and displayed with an image sharpening filter applied to it. NIS helps your GPU display higher resolutions than it normally could natively and is a resource saver. It does have the added effect of enhancing the display (with the settings in the Image Sharpening options) and is normally used for lower end cards to help them display higher resolutions than what they normally could.

So, what happens? Well, in your Dark Age of Camelot Graphics Options you will notice that you have a resolution setting for the game as well as one for your monitor. Your monitor setting should be set to whatever display resolution you are using on your monitor. The first resolution setting will determine what, if any, nVidia system will be applied. If you have DSR enabled, you will have the option to set the first resolution HIGHER than your display resolution. You will also have the option to set the first resolution LOWER than the monitor resolution. If you have Image Scaling/Image Sharpening enabled it will take effect should you chose a lower resolution. If you keep BOTH resolutions the same then strange things can happen if you have both DSR AND NIS enabled. In one test my display monitor blanked out entirely and I had to literally power cycle it to bring it back online.

Ideally you should really only use one or the other of these systems and not both as are shown enabled on the web site. If your GPU is powerful enough to take advantage of the DSR systems then you should try them out and see if you can get some better graphics fidelity without taxing your card or FPS too much. Should you have a card that is having issues with a higher display, then enable and try the Image Scaling/Image Sharpening tools to see if you can get a better display while reducing the load on your GPU.

Apologies for the long post. I have just been doing some extensive testing trying to get rid of some artifacts that were plaguing me in the game and came across this web site in my researches. I do not know why he has both systems enabled on his nVidia card and cannot tell you which one he is using since his posted Graphics Settings shows his game resolution set to 1080x1920 (which is a portrait resolution) and his monitor resolution is set to 1920x1080 (which is a landscape resolution). When I tried these settings in my testing, they simply crashed the game to the Desktop. :lol:

Anyways, if you are also looking at this web site and copying the settings he has on his nVidia card, they could be the cause of your issues in the game as turning them both on caused me no end of issues with my testing. I would simply choose one or the other or not use either if you simply want to run the game in the same native resolution as your monitor.

Hope this helps!

Thanks.
It's as I have always said, "You can get more results with a kind word and a big stick, than you can with merely a kind word."
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Scipio
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Re: FPS Tweak

I'm glad to have found this post.

Google searching for SmartHeap Library Out of Memory error Eden points me to viewtopic.php?t=2253 which is entirely unhelpful, and should link to this thread which is helpful!

For what it's worth, this dgVoodoo thing has fixed my AMD Out of Memory error. It has also made crash to desktop a rare occurrence. This has not yet fixed the FPS to the level it should be with modern hardware. I have an AMD 7900GRE and 5800X3D. This is my dgVoodoo.conf file that I put in the DAOC game folder along with the DX files. Basically what I did was download the newest version, and ran the config then selected forcing the game to DX12 and increasing memory to several more GB on 'simulated' card. Before I ran the config I still was crashing, so it is definitely worth your time to adjust the settings.

Code: Select all

;==========================================================================
; === Text based config file for dgVoodoo2
; === Use this file if you are a game modder/hacker or an experted user and
;     want to modify some advanced properties not available via the CPL.
;==========================================================================

Version                              = 0x286

;--------------------------------------------------------------------------

[General]

;       OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0",
;                  "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable"
;        Adapters: "all", or the ordinal of the adapter (1, ...)
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
;     ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar", "stretched_ar_crt",
;                  "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
;
;InheritColorProfileInFullScreenMode:
;                  Enabled by default and can only be disabled only when a D3D11 output API
;                  is explicitly selected. Disabled case is intended for avoiding extra
;                  rendering resources on old hardware for better performance, if required.

; DisableScreenSaver: If true then screen saver and monitor sleep mode are disabled while rendering through dgVoodoo is active

OutputAPI                            = d3d12_fl12_0
Adapters                             = 1
FullScreenOutput                     = default
FullScreenMode                       = true
ScalingMode                          = unspecified
ProgressiveScanlineOrder             = false
EnumerateRefreshRates                = false

Brightness                           = 100
Color                                = 100
Contrast                             = 100
InheritColorProfileInFullScreenMode  = true

KeepWindowAspectRatio                = true
CaptureMouse                         = true
CenterAppWindow                      = false
DisableScreenSaver                   = false

;--------------------------------------------------------------------------

[GeneralExt]

;      DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
;                         Useful for rare applications that pre-set the desktop to other than the native
;                         resolution before dgVoodoo gets in action. Only the compact format can be used here,
;                         and applies to all outputs of the desktop.
;        DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
;                         (8, 16, 32)
;           DeframerSize: When resolution is forced to other than the app default then
;                         a black frame is drawn around the output image coming from a wrapped API
;                         to remove scaling artifacts -
;                         frame thickness can be defined in pixels (max 16, 0 = disable)
;       ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
;                         Always done by nearest point filtering, independent on scaling mode
;                         (0 = max available)
;                         Separate factors can be defined for horizontal and vertical scaling
;                         by subproperties, e.g.
;                         ImageScaleFactor = x:3, y:2
;      CursorScaleFactor: Integer factor for scaling the emulated hardware mouse (max 16)
;                         (0 = automatic, 1 = no scale, 2 = double scale, ...)
;             DisplayROI: Display region of interest
;                         If scaling is done by the dgVoodoo then you can define a subrect of the
;                         output image, coming from a wrapped API, to be displayed. The defined subrect
;                         is mapped to the display output according to the current scaling mode
;                         It can be useful for applications rendering a widescreen subimage into a 4:3
;                         resolution; in this case you can scale up that subimage to (nearly) fill the
;                         whole screen on a widescreen monitor.
;                         DisplayROI empty value means the whole image.
;                         DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
;                         Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
;                         Examples: DisplayROI = 16_9, pos:centered
;                                   DisplayROI = (320|200), pos:(10|10)
;             Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
;                         you can choose which filter is to be used for resampling the output image
;                         Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
;      PresentationModel: Low-level swapchain swap effect: if you know what you are doing then it can be
;                         overridden here. Flip models are better suited for modern OS features like auto HDR,
;                         while plain legacy models provide the best presentation performance under ideal conditions
;                         Not all model + output API + OS version combinations are supported.
;                         "auto", "discard", "seq", "flip_discard", "flip_seq"
;             ColorSpace: Color space of the swap chain:
;						  "appdriven"           - an application can choose argb2101010 through D3D9, but it means
;                                                 the legacy argb8888_srgb in any other case
;                         "argb8888_srgb"       - Legacy 32 bit output for SDR displays
;                         "argb2101010_sdr"     - 32 bit extended precision for SDR displays
;                         "argb2101010_sdr_wcg" - Wide Color Gamut format for SDR displays (available from Windows 11 22H2)
;                         "argb16161616_hdr"    - Float16 HDR output (available from Windows 10 1709)
;              FreeMouse: If true then physical mouse is free to move inside the game window
;                         when using emulated scaling and/or application and forced resolution
;                         differs; can be useful when a game relies on the physical window size
;     WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
;                          "borderless"     - forces the app window not have any border
;                          "alwaysontop"    - forces the app window into the top-most band
;                          "fullscreensize" - forces the app window to be full screen size with image scaling inside
;   FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas):
;                          "fake"           - forces fake fullscreen mode with a screen-size window
;               FPSLimit: An integer or rational (fractional) value, 0 = unlimited
;            Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
;                         or can be set to 'DosBox' or 'QEmu'.
;        SystemHookFlags: You can define which part of the system should be hooked (x86-DX only):
;                          "gdi"            - for showing graphical contents rendered through GDI
;                                             (like movie playback through the ancient Windows Multimedia AVI player library)
;                          "cursor"         - for suppressing double-cursor symptoms when the cursor is emulated

DesktopResolution                    = 
DesktopBitDepth                      = 
DeframerSize                         = 1
ImageScaleFactor                     = 1
CursorScaleFactor                    = 0
DisplayROI                           = 
Resampling                           = bilinear
PresentationModel                    = auto
ColorSpace                           = appdriven
FreeMouse                            = false
WindowedAttributes                   = 
FullscreenAttributes                 = 
FPSLimit                             = 0
Environment                          = 
SystemHookFlags                      = 

;--------------------------------------------------------------------------

[Glide]

;  VideoCard:      "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
; OnboardRAM:      in MBs
; MemorySizeOfTMU: in kBs
;    TMUFiltering: "appdriven", "pointsampled", "bilinear"
;
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%dx",
;                                "max_%dx", "max_isf_%dx", "max_fhd_%dx", "max_fhd_isf_%d"x, "max_qhd_%dx", "max_qhd_isf_%dx", "desktop_%dx"
;             or subproperties: h: horizontal, v: vertical
;             + optional subproperty refrate: refresh rate in Hz
;             e.g. Resolution = max, refrate:60
;                  Resolution = 2x, refrate:59
;                  Resolution = h:1280, v:1024, refrate:75
;                  Resolution = max_2x
;             or just use the compact form like "1024x768@60" or "512x384"
;
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)

VideoCard                           = voodoo_2
OnboardRAM                          = 8
MemorySizeOfTMU                     = 4096
NumberOfTMUs                        = 2
TMUFiltering                        = appdriven
DisableMipmapping                   = false
Resolution                          = unforced
Antialiasing                        = appdriven

EnableGlideGammaRamp                = true
ForceVerticalSync                   = true
ForceEmulatingTruePCIAccess         = false
16BitDepthBuffer                    = false
3DfxWatermark                       = true
3DfxSplashScreen                    = false
PointcastPalette                    = false
EnableInactiveAppState              = false


;--------------------------------------------------------------------------

[GlideExt]

;               DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
;                     Dithering: "disabled", "appdriven", "forcealways"
;  DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
;                                1 = normal, 2 = double size, etc.
;                                0 = automatic (the aim is to have some retro feel&look)

DitheringEffect                     = pure32bit
Dithering                           = forcealways
DitherOrderedMatrixSizeScale        = 0

;--------------------------------------------------------------------------

[DirectX]

;  VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
;             "matrox_parhelia-512", "geforce_fx_5700_ultra", "geforce_9800_gt"
;       VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
;  Filtering: "appdriven", "pointsampled", "bilinear", "pointmip", "linearmip", "trilinear"
;             or the integer value of an anisotropic filtering level (1-16)
; Mipmapping: "appdriven", "disabled", "autogen_point", "autogen_bilinear"
;  KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures
;      Bilinear2DOperations: if enabled then DirectDraw Blit and CPU-written data is transferred with bilinear scaling
;       DisableD3DTnLDevice: if disabled then D3D TnL device is not enumerated and hardware Transform&Light vertex processing
;                            is not available

DisableAndPassThru                  = false

VideoCard                           = internal3D
VRAM                                = 2048
Filtering                           = appdriven
Mipmapping                          = appdriven
KeepFilterIfPointSampled            = false
Resolution                          = unforced
Antialiasing                        = appdriven

AppControlledScreenMode             = true
DisableAltEnterToToggleScreenMode   = true

Bilinear2DOperations                = false
PhongShadingWhenPossible            = false
ForceVerticalSync                   = false
dgVoodooWatermark                   = true
FastVideoMemoryAccess               = false
DisableD3DTnLDevice                 = false

;--------------------------------------------------------------------------

[DirectXExt]

;                 AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
;                                You can define what type of driver version and vendor id's the wrapper should report to
;                                the application; Some games rely on that information so it can be useful for them
;                                Can be defined only for SVGA and Internal3D card types; the others have their own wired
;                                information

; VendorID, DeviceID, SubsystemID, RevisionID:
;                                Can be defined only for SVGA and Internal3D card types
;                                You can overwrite these properties even if a non-default AdapterIDType is defined;
;                                say, you defined an nvidia id type but would like to refine the vendor id

;  DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
;                                "all", "classics", "none"

;    ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
;                                enumerated to the application as display adapter supported ones -
;                                can be useful if an app supports rendering at arbitrary resolutions
;                                and you have a particular favorite resolution that are not
;                                enumerated to the application by default
;                                you can either use the compact resolution format here, or
;                                "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
;                                "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
;                                meaning the maximum resolution with the given aspect ratio calculated from
;                                the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"

; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
;                                any subset of {"8", "16", "32"}, or "all"

;               DitheringEffect: "high_quality", "ordered2x2", "ordered4x4"
;                     Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
;  DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
;                                1 = normal, 2 = double size, etc.
;                                0 = automatic
;          DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
;                                "appdriven", "forcemin24bit", "force32bit"
;         Default3DRenderFormat: default format of 3D rendering
;                                "auto", "argb8888", "argb2101010", "argb16161616"
;                                auto corresponds to the selected color space
;                                argb2101010 has the benefit that it is still 32 bit but it can corrupt the rendering
;                                because of the lowered alpha bits, not recommended

;           MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
;                                Can be defined only for SVGA and Internal3D card types
;                                Valid values are 256 (default), 512 or 1024
;           D3D12BoundsChecking: If enabled then the D3D12 backend does bound checking on vs const register file accesses (D3D8/9 only)
;                                It should always be enabled to be fully compatible with the D3D8/9 specs but unfortunately that can cause
;                                performance loss while the vast majority of games do not need it; try to enable it if you experience a
;                                GPU crash with a D3D8/9 game

;        NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9)
;                                0 = app driven
;                                1 = disable
;                                2 to 8 = a forced tesselation level
;                                Altough tesselation works with all vertex shader versions, you can force level higher than 1
;                                only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons
;                                (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway)

;       DisplayOutputEnableMask: Each bit in this 32 bit value corresponds to a display output. Display outputs of the adapters are numbered
;                                sequentially. If Adapter0 has n display outputs and Adapter1 has m display outputs attached then the lowest
;                                n bits match Adapter0 display outputs, the next m bits match Adapter1 outputs, and so on. The lowest bit
;                                in a group corresponds to Output0. If a bit value is 0 then the display output is disabled for the device
;                                enumeration, in other words, it is invisible to the application. It can be useful for D3D9 multihead-
;                                or very special applications where you want to enable only individual displays on your monitor wall.

;              MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
;                                (some applications check for them and they fail)

;   RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
;                                applied also to rendertarget textures
;                                Set it to false for games requiring pixel-precise rendering
;                                but be careful it can EASILY break certain things, not recommended

;         SmoothedDepthSampling: if true then extra smoothing is added to depth textures
;                                when they are sampled

;      DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
;                                the DirectX device; can be useful for games that don't expect rendering window changes
;                                during initialization and crash

;   PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
;                                If false then each change is instantly presented (debug-like mode)

;          SuppressAMDBlacklist: Some AMD GPU models are blacklisted to workaround the solid-color-textures driver issue
;                                You can suppress it to check out if the problem is fixed in your current driver

AdapterIDType                       = 
VendorID                            = 
DeviceID                            = 
SubsystemID                         = 
RevisionID                          = 

DefaultEnumeratedResolutions        = all
ExtraEnumeratedResolutions          = 
EnumeratedResolutionBitdepths       = all

DitheringEffect                     = high_quality
Dithering                           = forcealways
DitherOrderedMatrixSizeScale        = 0
DepthBuffersBitDepth                = appdriven
Default3DRenderFormat               = auto

MaxVSConstRegisters                 = 256
D3D12BoundsChecking                 = false

NPatchTesselationLevel              = 0

DisplayOutputEnableMask             = 0xffffffff

MSD3DDeviceNames                    = false
RTTexturesForceScaleAndMSAA         = true
SmoothedDepthSampling               = true
DeferredScreenModeSwitch            = false
PrimarySurfaceBatchedUpdate         = false
SuppressAMDBlacklist                = false

;--------------------------------------------------------------------------

[Debug]

; This section affects only debug/spec release builds
;
; Info, Warning, Error
;                "Disable"      - disables all messages and debugger break
;                "Enable"       - enables messages and disables debugger break
;                "EnableBreak"  - enables both messages and breaking into debugger
;
; MaxTraceLevel: Maximum level of tracing API calls
;                0 - Disable
;                1 - API Functions and methods
;                2 - Additional trace info for internals
;
; LogToFile: if false or debugger is detected then output goes to the debug output
;            if true and no debugger detected then output goes to 'dgVoodoo.log'
;            (not implemented yet, always the default debug output is used)

Info                                = enable
Warning                             = enable
Error                               = enable
MaxTraceLevel                       = 0

;LogToFile                           = false
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