foofoorabbit Posted November 13, 2024 Posted November 13, 2024 (edited) I know the ini file is in constant flux during development but here's what I know so far. I hope this helps anyone using the macOS builds. Tables with ROMs will use (I think) libPinMAME to display a DMD. There's also FlexDMD settings that follow the same format as the PinMAME settings. PinMAMEPath = <- Path to the pinmame folder. (Default is ~/.pinmame) PinMAMEWindow = <- 0 turns DMD window off, 1 turns DMD window on (Default is 1) PinMAMEWindowX = <- X pixel coordinate of top-left corner of DMD window PinMAMEWindowY = <- Y pixel coordinate of top-left corner of DMD window PinMAMEWindowWidth = <- Width of DMD window PinMAMEWindowHeight = <- Height of DMD window PinMAMEWindowRotation = <- Presumably rotates the DMD window but doesn't currently do anything The B2S backglass settings (some of these are still a mystery to me): B2SHideGrill = <- 0 to show grill (if it exists), 1 to hide grill B2SHideB2SDMD = <- 0 to show extra DMD frame (if it exists), 1 to hide extra DMD frame B2SHideB2SBackglass = <- 0 to show backglass, 1 to hide backglass B2SHideDMD = <- No clue what this does... doesn't seem to do anything on the macOS build B2SDualMode = <- No clue B2SWindows = <- 0 to hide all the B2S windows (grill, DMD frame, backglass), 1 to show them according to the other settings B2SBackglassX = <- X pixel coordinate for top-left corner of backglass B2SBackglassY = <- Y pixel coordinate for top-left corner of backglass B2SBackglassWidth = <- Pixel width of the backglass B2SBackglassHeight = <- Pixel height of the backglass B2SBackglassRotation = <- Supposed to rotate the backglass but doesn't currently work on the macOS build B2SDMDX = <- X pixel coordinate fot top-left corner of DMD frame? B2SDMDY = <- Y pixel coordinate fot top-left corner of DMD frame? B2SDMDWidth = <- Pixel width of DMD frame? B2SDMDHeight = <- Pixel height of DMD frame? B2SDMDRotation = <- Supposed to rotate the DMD frame but doesn't currently work on the macOS build B2SDMDFlipY = <- Flips frame vertically B2SPlugins = <- No clue BGSet is already documented in the .ini file: ; Defines the view mode used when running a table ; 0 - Desktop (default) ; 1 - Fullscreen: Gives you a top-down view on the playfield. For cabinet use or multi-window on desktop. ; 2 - Full Single Screen (FSS): Tries to show the whole machine including backglass if set up by the tabledesigner. Falls back to desktop view. BGSet = SyncMode are MaxFramerate are already documented in the .ini file. However, if you really want unbound frame rates, set MaxFramerate to 0 as indicated but also set SyncMode to 0: ; Sync the frame rate with the refresh rate of your monitor ; 0 - None: No synchronization. ; 1 - Vertical Sync: Synchronize on video sync which avoids video tearing, but has higher input latency. ; 2 - Adaptive Sync: Synchronize on video sync, except for late frames (below target FPS), also has higher input latency. ; 3 - Frame Pacing (default): Targets real time simulation with low input- and video-latency (also dynamically adjusts framerate). SyncMode = ; Maximum frame rate. Will influence input latency unless frame pacing is configured. ; Defaults to the playfield display refresh rate. ; Use 0 for unbound frame rate. ; Will apply a minimum of 24fps. MaxFramerate = Here comes some undocumented stuff that is probably subject to change (for example, one is currently called FXAA but it's really just an anti-aliasing setting with different algorithmic options): ; Anti-aliasing ; 0 - Disabled ; 1 - Fast FXAA ; 2 - Standard FXAA ; 3 - Quality FXAA ; 4 - Fast NFAA ; 5 - Standard DLLA ; 6 - Quality SMAA FXAA = ; Sharpen ; 0 - Disabled ; 1 - CAS ; 2 - Bilateral CAS Sharpen = ; Ambient Occlusion (Crazy double negative setting) ; 0 = Enabled ; 1 = Disabled DisableAO = ; Ambient Occlusion Settings (Pretty sure DisableAO needs to be set to 0 for these to take effect) ; 0 = Static ; 1 = Dynamic DynamicAO = ; Screen Space Reflections ; 0 - Disable screen space reflections ; 1 - Enable screen space reflections SSRefl = ; Playfield Reflection ; 0 = Disable reflections (default?) ; 1 = Balls only ; 2 = Static only ; 3 = Static and balls ; 4 = Static and unsynced dynamics ; 5 = Dynamic PFReflection = ; Max Texture Dimension ; 0 - Unlimited (default) MaxTexDimension = ; Anti-aliasing Supersampling ; 0.00 to 2.00 AAFactor = ; MSAA Samples ; 0 - None ; 4 - 4 samples ; 6 - 6 samples ; 8 - 8 samples MSAASamples = ; Bloom Effects ; 0 - Enabled ; 1 - Disabled ForceBloomOff = ; Ball Motion Blur ; 0 - Enabled ; 1 - Disabled ForceMotionBlurOff = ; Anisotropic Texture Filtering ; 0 - Disabled ; 1 - Enabled ForceAnisotropicFiltering = If you want to play a table using the VR assets (room, cabinet, backglass… if the author has provided them) set RenderingModeOverride = 2. Note that this doesn't override BGSet if BGSet is set to 1 (cabinet mode). Also note that for some less recent tables (including even quite a few of the VPW tables), you will need to extract the vbs script and manually set a VR_Room or VRRoom constant to 1 (or 2 or 3 depending on the type of VR room you want, some authors provide a themed room and/or minimalist rooms). ; Rendering Mode Override ; 0 - not sure ; 1 - not sure ; 2 - VR Mode RenderingModeOverride = Edited November 15, 2024 by foofoorabbit
BraveNewSoma Posted January 26, 2025 Posted January 26, 2025 Great. And now create a PR to add this to the default config 🙂 (I added the existing docs you mentioned) https://github.com/vpinball/vpinball/blob/10.8.1/src/assets/Default_VPinballX.ini Or if you don't know how I'm willing to create the pr.
BraveNewSoma Posted February 12, 2025 Posted February 12, 2025 see https://github.com/vpinball/vpinball/pull/2150
FestChile Posted May 23, 2025 Posted May 23, 2025 ROTATION VALORS 0-1-2-3= 0= (0º) 1 (90º) 2 (180º) 3 (270º)
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