v1.3.4
[p]All of the changes below are for BGProxy.[/p][p][/p][h2]Misc Fixes[/h2]
Place a file called bgproxy.ini in the same folder as the proxy DLL. If you don't create one, defaults are used. [/p][p][/p][h2]\[Graphics][/h2][p][/p][h2]\[Spoof][/h2][p] Makes the game see a different GPU. Only fill in what you need to change. [/p]
- [p]Fixed input issues introduced in the previous update. The mouse cursor should now work in Dishonored and other Unreal games again.[/p]
- [p]Fixed some minor render issues.[/p]
- [p]OpenGL games now present through a DirectX 12 pipeline. Best case is zero-copy via a shared texture, otherwise it falls back to async or synchronous readback depending on driver support.[/p]
- [p]OpenGL contexts are automatically upgraded to the highest compatibility profile your driver supports, which lets the driver apply more optimizations while keeping legacy rendering working.[/p]
- [p]Frame latency waitable is now waited on before rendering instead of after, which fixes cases where the game could start drawing before a back buffer was available. [/p]
- [p]Games using Windows wait timers get ~0.1ms precision instead of the default 1–16ms. Needs Windows 10 1803+.[/p]
- [p]Old multimedia timer calls are also upgraded to Windows 10 high precision timers.[/p]
- [p]Some games sleep their render thread between frames, which causes micro-stutter. BGProxy now intercepts these fix them.[/p]
- [p]Device loss now logs the specific HRESULT from GetDeviceRemovedReason.[/p]
- [p]Proxy DLLs set a window property identifying which proxy type is loaded, so external tools can check without inspecting the file. [/p]
bgproxy.ini configuration
[p]Place a file called bgproxy.ini in the same folder as the proxy DLL. If you don't create one, defaults are used. [/p][p][/p][h2]\[Graphics][/h2]
[p]Setting[/p]
[p]Default[/p]
[p]Description[/p]
[p]ForceWindowed[/p]
[p]true[/p]
[p]Forces the game into windowed mode. The game still thinks it's fullscreen.[/p]
[p]UseFlipModel[/p]
[p]true[/p]
[p]Uses a newer Windows presentation method that reduces latency. Turn it off if you get visual issues like black cursors or flickering.[/p]
[p]MinBackBuffers[/p]
[p]3[/p]
[p]Minimum back buffer count when flip model is on. Higher values can help frame pacing but add a bit of latency. Only matters when UseFlipModel is on.[/p]
[p]Width[/p]
[p]0[/p]
[p]Override the render width. 0 means the game decides. Set to a pixel value like 1920 to force a resolution.[/p]
[p]Height[/p]
[p]0[/p]
[p]Override the render height. 0 means the game decides. Set to a pixel value like 1080 to force a resolution.[/p]
[p]Setting[/p]
[p]Default[/p]
[p]Description[/p]
[p]VendorId[/p]
[p]0 (no spoof)[/p]
[p]GPU manufacturer ID. Common values: 10DE (NVIDIA), 1002 (AMD), 8086 (Intel).[/p]
[p]SubSysId[/p]
[p]0 (no spoof)[/p]
[p]Subsystem ID. Most people won't need this.[/p]
[p]Revision[/p]
[p]0 (no spoof)[/p]
[p]Revision number. Most people won't need this.[/p]
[p]Description[/p]
[p]empty (no spoof)[/p]
[p]The GPU name string the game sees, e.g. "NVIDIA GeForce GTX 1080".[/p]
[p]DriverVersion[/p]
[p]empty (no spoof)[/p]
[p]Driver version in A.B.C.D format (e.g. 31.0.15.5000). All four numbers required.[/p]