Set up, not yet played
Death Stranding Director's Cut
4K with a slightly widened field of view, using a community fix configured deliberately narrowly - only the parts that help a 16:9 screen are enabled, and the ultrawide-specific fixes are left off.
Display
Resolution 3840 x 2160 (4K)
Display device my monitor
Community fix (DeathStrandingDCFix)
Intro Skip false
Custom Resolution false
Force Entity Updates true
Gameplay FOV multiplier 1.10
Center HUD false
Fix Movies false
Fix FOV false
Fix HUD false
ReShade
Disabled add-ons Generic Depth, Effect Runtime Sync
Read directly from DeathStrandingDCFix.ini and ReShade.ini in the game folder.
Mods
DeathStrandingDCFix Community fix. Only the field-of-view multiplier and entity-update fix are enabled; the ultrawide, movie and HUD fixes are deliberately off because they are for aspect ratios this setup does not use.
ReShade Installed with the add-ons that conflict with capture switched off.
Process Lasso CPU set pinned to the cache-heavy core cluster.
HDR correction for this one is still outstanding - unlike Returnal, its native HDR needs work, and that has not been done yet. It is listed here rather than left out, so the gap is visible.
Set up, not yet played
I Hate Running Backwards
4K with scRGB HDR retrofitted by Special K onto the existing swap chain.
Display
Resolution 3840 x 2160 (4K)
Window mode Exclusive fullscreen
Display device my monitor
HDR (Special K)
16-bit swap chain true
scRGB luminance 12.5 (= 1000 nits)
scRGB paper white 2.5 (= 200 nits)
Read directly from the Special K profile beside the game.
Mods
Special K Loaded as dxgi.dll beside the executable.
Played on stream (2 sessions, last 5 Jul 2026)
Resident Evil Requiem
Maxed-out path-traced 4K with a clean, grain-free image tuned for streaming. Every single setting from the game's own config is listed below so you can replicate it 1:1 - display, ray tracing, image quality, HDR sliders, the engine/render block, the exact DLSS versions I swapped in, and the driver profile. Film grain, motion blur, bloom, and lens distortion are off so the picture stays sharp on the encode.
Display & window
Resolution 3840 x 2160 (4K)
Window mode Borderless
Display device my monitor
Refresh rate 60 Hz
Frame rate Variable (uncapped)
V-Sync On
Color space Rec. 2020
Display gamma 10
Display safe area 10
Button icon type Xbox Series (XBS)
Image quality rate 5
HDR & brightness (in-game HDR - read the notes below)
HDR On (mode: Auto)
Max Brightness Slide fully RIGHT to the max stop (= +20)
Min Brightness Slide fully LEFT to the min stop (= -20)
Brightness HDR Leave the slider centered / middle - the default (= 0, ~300 nits)
Upscaling & frame generation
Upscaling algorithm DLSS
DLSS quality Max Quality
Frame generation DLSS 4x
Reflex low latency (DLSS) On
Upscaling sharpness 0 (off)
FSR1 upscaling quality (fallback) Quality
Ray tracing & lighting
Ray tracing On - Path Tracing (Standard)
Screen-space reflections (SSR) On
Contact shadows On
Dynamic shadows On
Shadow quality Highest
Shadow cache On
Ambient occlusion (AO) quality High
Volumetric fog quality Highest
Particle lighting On
Image quality
Overall draw-quality preset Custom
Visual quality level High
Texture quality High
Texture filtering Anisotropic 16x
Transparent buffer quality Standard
Mesh quality High
Effect quality High
Subsurface scattering (SSS) quality High
Lens flare quality High
Hair / strands On
Anti-aliasing TAA
Depth of field On
Turned off for a cleaner stream image
Film grain Off
Motion blur Off
Bloom Off
Lens distortion Off
Engine / render (advanced - the game's render block)
Graphics API DirectX 12
Mesh shaders Allowed (force off)
Parallel command-list build On (8 worker threads)
Compute queue pairing On
Independent render worker On
Tight-fit shader cache On
Eco shader cache On
Render worker thread priority above normal Off
Why my HDR sliders look like that (and why yours might differ)
Resident Evil Requiem uses IN-GAME HDR - you calibrate it inside the game, not just in Windows. The catch: the in-game calibration image is misleading. The sliders show no numbers, and the picture you adjust against doesn't reflect what the game actually outputs, so it nudges you toward the wrong values on a bright display.
My monitor is an OLED that peaks around 1000 nits in HDR. Analysis of the game's actual output shows the Max Brightness slider reaches roughly 950 nits when pushed fully right (+20), while the default center (0) only puts out around 700 nits. So on a ~1000-nit screen I slide Max Brightness all the way right to use the full range my panel can show - the calibration image makes that look 'too bright,' but the real output is right where it should be.
Min Brightness goes fully left (-20) to hold a true black point. On an OLED, black pixels are genuinely off, so keeping the floor down preserves real inky blacks instead of lifting shadows into grey.
Brightness HDR I leave dead center at the default (0, about 300 nits). That's the mid/paper-white balance for the tone-map - the cleanest, easiest-on-the-eyes middle ground; pushing it just crushes or washes the mid-tones.
Important: these are tuned to MY 1000-nit OLED. If your monitor peaks lower (say 400-600 nits) you should NOT slam Max Brightness fully right - match it to your own panel's peak. Treat my numbers as the reference for a 1000-nit OLED, not a universal preset.
driver control panel settings
These are my actual driver control panel settings, read straight off my screen - not defaults. I do most of the tuning at the global level so every game inherits it, and Resident Evil Requiem reads from that same global profile (no separate per-game overrides). Driver: GeForce Game Ready 610.62. The headline ones: Power Management on Prefer maximum performance, Texture Filtering on High quality, V-Sync On with G-SYNC, a 237 FPS frame cap, and the DLSS model-preset override below.
DLSS version swap (via DLSS Swapper)
I updated all of Requiem's DLSS DLLs to the latest version using the DLSS Swapper app - upscaling, Ray Reconstruction, and Frame Generation - then set DLSS to Max Quality and Frame Generation to DLSS 4x in-game. The game shipped with the 310.3 DLLs; these are what I run now:
DLSS Super Resolution (nvngx_dlss.dll) v310.7 (game shipped with v310.3)
DLSS Ray Reconstruction (nvngx_dlssd.dll) v310.7 (game shipped with v310.3)
DLSS Frame Generation (nvngx_dlssg.dll) v310.7 (game shipped with v310.3)
In-game DLSS preset Max Quality
In-game Frame Generation DLSS 4x
Every setting above is read directly from the game's own config (config.ini, GameOption + render blocks), the NVIDIA driver profile database, and the DLSS Swapper database - so it matches exactly what runs on stream. Resident Evil Requiem keeps its audio levels, language, and subtitle settings inside the encrypted Steam Cloud save rather than the readable config file, so those few aren't listed here. Audio for the stream is handled on the mixer side (SM7B + RODECaster), not in-game.
Mods
REFramework The modding framework for RE Engine games - required to load the script mods below. Installed here as dinput8.dll in the game folder.
No Film Grain (REFramework script) Disables the film-grain filter at runtime for a clean, sharp picture on stream - on top of the in-game film grain already being off.
Requiem FOV (REFramework script) Adds the field-of-view control the game ships without. Set wide but not fish-eye: 100 degrees horizontal for both Leon and Grace; aim-down-sights left at stock so it still zooms in. Per-character Leon/Grace profiles, and the interaction prompts and item markers stay anchored across the camera change.
Single-player, offline only. Every one of these is a PRESENTATION or capture adjustment - film grain, motion blur, lens distortion, vignette, field of view - never content, art, enemies, or difficulty. Same principle as running the game sharper than the hardware of its day could: the game the developers built is untouched; only how it reaches the camera changes. Installed with Vortex plus hand-placed REFramework scripts.
Now playing
Returnal
4K with native HDR and every image-smearing effect disabled through engine overrides rather than by lowering quality. Texture streaming is switched off because it was the actual cause of textures failing to load in long sessions.
Display & window
Resolution 3840 x 2160 (4K)
Window mode Exclusive fullscreen
Display device my monitor
In-game V-Sync False
Frame rate limit 0.000000 (uncapped in-game; the driver owns the cap)
Dynamic resolution False
HDR
HDR output True
HDR peak brightness 1000 nits
Note Native HDR is good here, so nothing is layered on top of it.
DLSS
Mode DLSS_Quality
Sharpness 0.000000
Frame generation True
DLL preset Preset K, updated with DLSS Swapper
Effects disabled by engine override (Engine.ini)
Depth of field (default feature) 0 - off
Lens flare (default feature) 0 - off
Motion blur (default feature) 0 - off
Depth of field 0 - off
Lens flare 0 - off
Motion blur (max) 0 - off
Motion blur 0 - off
Chromatic aberration (max) 0 - off
Chromatic aberration 0 - off
Tonemapper extras (grain, vignette) 0 - off
Launch options
-notexturestreaming Texture streaming off. This is a FIX, not a quality change: with streaming on, textures stopped loading correctly after several hours of play.
Read directly from the game's GameUserSettings.ini and the [SystemSettings] block of its Engine.ini.
Mods
DLSS Swapper Used to keep the DLSS libraries current and to pin the preset.
Process Lasso A CPU set pins the game to the cache-heavy core cluster, and its automatic priority balancing is excluded for this game.
Nothing here reduces visual quality. The disabled effects are the ones that blur or dirty the image - motion blur, depth of field, lens flare, chromatic aberration and grain - and everything else stays maxed.
Set up, not yet played
Serious Sam 2
4K with a derived 16:9 field of view and Float16 scRGB HDR through dgVoodoo2. Its config file is deliberately read-only, because the engine deletes any line it does not recognise the moment it saves.
Display & window
Resolution 3840 x 2160 (4K)
Display device my monitor
Graphics API 2
Engine HDR rendering On
Image quality
Texture quality 0 (highest)
Lightmap quality 0 (highest)
Dynamic shadow quality 3
Lens flare quality 3
View
Field of view 96.4183 (derived for 16:9)
Weapon FOV fix On
Menu safe zone 544 x 408
dgVoodoo2 (D3D9 to D3D11 wrapper)
Output API d3d11_fl11_0
Colour space argb16161616_hdr (Float16 HDR output)
Presentation model flip_discard
Emulated VRAM 2GB) MB
Filtering appdriven
Read directly from Sam2.ini and dgVoodoo.conf. Field of view is derived, never copied between games: hfov(16:9) = 2*atan(tan(hfov(4:3)/2) * 3/4 * 16/9). Every engine has a different 4:3 default, so the same number is a different view in a different game.
Mods
dgVoodoo2 D3D9.dll in the Bin folder, outputting Float16 scRGB HDR.
Large Address Aware patch Same 2 GB address-space fix as the HD games.
One quirk worth knowing: because a wrapper changes the reported graphics device, the game shows a 'your graphic card has been changed' notice on every launch unless the stored device name in its config is updated to match.
Set up, not yet played
Serious Sam 3: BFE
4K with every post-processing effect that smears the image switched off, and a derived 16:9 field of view. HDR is added by the graphics driver, since the game has none.
Display
Resolution 3840 x 2160 (4K)
Platform PC
Display device my monitor
Tuned settings (from the game's own user.cfg)
gfx_bFullScreen 1 - exclusive fullscreen - lowest latency
gfx_pixResWidth 3840 - 4K is the floor
gfx_pixResHeight 2160
gfx_iWaitVSyncs 0 - in-game VSync OFF - the driver owns it
gfx_iMaxFPSActive 10000 - cap unlimited - driver owns the 237 cap
ren_fMax3DRenderingMPix 8.3 - QL5 caps 3D at 2.0 MPix (~1885x1060); 4K needs 8.2944
tex_iAnisotropy 16 - 16x anisotropic
tex_pixMaxSize 4096 - allow 4096 textures
efx_bMotionBlur 0 - BANNED
efx_bDepthOfField 0 - BANNED
sha_bAllowZoomBlurring 0 - BANNED - blur
plr_fFOVOverride 106.2602 - derived: base 90 -> 16:9
Read directly from the game's user.cfg. The comments are the actual reasons the value was chosen, not added afterwards. Field of view is derived, never copied between games: hfov(16:9) = 2*atan(tan(hfov(4:3)/2) * 3/4 * 16/9). Every engine has a different 4:3 default, so the same number is a different view in a different game.
Nothing is modded here - these are the engine's own console variables, written to user.cfg so they load after the saved settings and win.
Set up, not yet played
Serious Sam 4
4K with the game's own native HDR switched on. Worth knowing: the GOG build is a version AHEAD of the Steam one.
Display
Resolution 3840 x 2160 (4K)
Platform PC (GOG)
Display device my monitor
Tuned settings (from the game's own user.cfg)
gfx_bFullScreen 1 - exclusive fullscreen - lowest latency
gfx_pixResWidth 3840 - 4K is the floor
gfx_pixResHeight 2160
gfx_iWaitVSyncs 0 - in-game VSync OFF - the driver owns it
gfx_iMaxFPSActive 10000 - cap unlimited - driver owns the 237 cap
ren_fMax3DRenderingMPix 8.3 - QL5 caps 3D at 2.0 MPix (~1885x1060); 4K needs 8.2944
tex_iAnisotropy 16 - 16x anisotropic
tex_pixMaxSize 4096 - allow 4096 textures
efx_bMotionBlur 0 - BANNED
efx_bDepthOfField 0 - BANNED
gfx_bHDROutput 1 - NATIVE HDR ON (then RTX HDR must be OFF for this exe)
Read directly from the game's user.cfg. The comments are the actual reasons the value was chosen, not added afterwards. Field of view is derived, never copied between games: hfov(16:9) = 2*atan(tan(hfov(4:3)/2) * 3/4 * 16/9). Every engine has a different 4:3 default, so the same number is a different view in a different game.
Nothing is modded here - these are the engine's own console variables, written to user.cfg so they load after the saved settings and win.
Set up, not yet played
Serious Sam Advance
The Game Boy Advance entry - an original story, not a port - on a cycle-accurate emulator.
Emulation
Emulator NanoBoyAdvance (cycle-accurate)
Scale 2
Fullscreen true
Filter sharp
Colour correction agb - matches the original handheld screen's colour response
LCD ghosting false
Display device my monitor
Read directly from the emulator's own config file.
Set up, not yet played
Serious Sam Classics: Revolution
The classic 2001 engine running at native 4K with hardware-accurate EAX reverb restored and real scRGB HDR added on top. Every value below is read from the game's own PersistentSymbols.ini.
Display & window
Resolution 3840 x 2160 (4K)
Window mode Fullscreen
Display device my monitor
Renderer OpenGL
Colour depth Desktop default
Textures & filtering
Texture filtering Anisotropic, highest quality (21)
Anisotropic filtering 16x
Texture quality Maximum the 32-bit engine allows (3x); 4x is not reachable
Audio
Sound interface DirectSound (wrapped by DSOAL)
Sound format 3
EAX reverb Enabled - confirmed by 'EAX: Enabled' in the game's own log
Input & view
Field of view 106.2602 (derived for 16:9, not copied)
Mouse filtering Off
Horizontal sensitivity 1
Vertical sensitivity 0.75
Invert vertical Off
HDR (added by Special K)
16-bit swap chain true
scRGB luminance 12.5 (= 1000 nits)
scRGB paper white 2.5 (= 200 nits)
How Special K as OpenGL32.dll. On this one it is load-bearing beyond HDR - without it the game renders a black screen under Windows HDR, because it is an OpenGL-only fork with no Direct3D fallback.
Read directly from PersistentSymbols.ini and the Special K profile. Field of view is derived, never copied between games: hfov(16:9) = 2*atan(tan(hfov(4:3)/2) * 3/4 * 16/9). Every engine has a different 4:3 default, so the same number is a different view in a different game.
Mods
Special K Renamed to OpenGL32.dll in the game's Bin folder. Supplies the 16-bit scRGB swap chain.
DSOAL dsound.dll + alsoft.ini. Restores the EAX hardware reverb that Windows Vista removed when it deleted hardware audio mixing. Without it these games are dry.
Both are restoration layers, not enhancements - they put back what modern Windows took away. Nothing about the gameplay is altered.
Set up, not yet played
Serious Sam Double D (2011 original)
The original 2011 release, which has to be played alongside the later expanded version because that one removed things. It is a 2D game built on an old framework, so the work here was getting real HDR out of it and choosing the best aspect-correct mode it will accept.
Display
Full Screen On
Resolution 1600 x 900 — the highest 16:9 mode the game offers
Vsync Enabled
Draw Shaders On — it ships disabled, which quietly drops the game's visual effects
HDR
Output Real scRGB high dynamic range
Swap chain format R16G16B16A16_SFLOAT (16-bit float per channel)
Colour space Extended sRGB linear
How it is reached A translation layer converts the game's old graphics calls to a modern one and upgrades the swap chain to floating point.
Two things about this game are worth knowing, because neither is obvious.
The first is where the graphics layer has to live. Games built on this framework do not load their graphics library from their own folder — the framework pulls it from a shared system location instead, so a file dropped next to the game is simply ignored. The layer therefore has to sit in that shared location. But its configuration file is read from the game's own folder, so a game with the layer available but no configuration beside it gets no high dynamic range at all and gives no warning. That was the entire difference between this version and the expanded one: one file.
The second is the resolution ceiling. The list of resolutions is built into the game itself rather than read from the screen, and it stops at a size that was generous in 2011. The display offers far more, and the game will not show any of it. 1600 x 900 is the largest 16:9 option available, so it is the one that keeps everything the correct shape with nothing stretched, and the graphics card scales it up to fill the screen. The later expanded version has an updated list and does not have this limit.
Set up, not yet played
Serious Sam Double D XXL
An XNA game in HDR, which took a third approach entirely: DXVK translates Direct3D 9 to Vulkan and upgrades ONLY the swap chain, so the game itself never sees a change.
Display
Resolution 3840 x 2160 (4K)
Display device my monitor
DXVK (D3D9 to Vulkan, HDR build)
Swap chain upgrade true
Swap chain format rgba16_sfloat
Swap chain colour space scRGB
Window mode enforcement disabled
Why this one needed a different tool
XNA validates its back buffer format strictly. Any HDR method that reformats the buffer makes the .NET runtime throw and the game closes instantly - both 16-bit and 10-bit attempts failed that way. A D3D9-to-D3D11 wrapper failed differently, crashing on a device reset the game cannot handle.
The DXVK HDR build upgrades only the swap chain - the surface actually handed to the display - and leaves the game's own render targets untouched. The game is none the wiser, and the output is Float16 scRGB.
One placement detail: XNA loads its Direct3D from a shared framework folder rather than the game folder, so the wrapper has to live where the framework looks, not next to the executable.
Read directly from dxvk.conf.
Mods
DXVK (HDR build) Translates D3D9 to Vulkan and upgrades the swap chain to Float16 scRGB.
Set up, not yet played
Serious Sam HD: The First Encounter
A DirectX 9 game with no HDR of its own, running 4K HDR anyway: dgVoodoo2 re-implements D3D9 on top of D3D11 and emits a Float16 scRGB swap chain itself.
Display & window
Resolution 3840 x 2160 (4K)
Window mode Fullscreen
Display device my monitor
Refresh rate 240 Hz
In-game V-Sync Off
Frame cap 10000 (effectively uncapped in-game)
Image
Post-processing On
Engine HDR rendering On
Gamma 1
Output levels 256
dgVoodoo2 (D3D9 to D3D11 wrapper)
Output API d3d11_fl11_0
Colour space argb16161616_hdr (Float16 HDR output)
Presentation model flip_discard
Forced resolution max, refrate:60
Emulated VRAM 2GB) MB
Filtering appdriven
Anti-aliasing appdriven
Watermark false
How a 2009 DirectX 9 game ends up in HDR
Direct3D 9 has no concept of an HDR swap chain, so there is nothing for an HDR injector to attach to. The trick is to change the API underneath the game: dgVoodoo2 re-implements D3D9 on Direct3D 11, and then emits a Float16 scRGB swap chain of its own.
The important detail is that dgVoodoo does the HDR itself. Layering a second HDR injector on top to override the buffer format is what crashed this engine for weeks - the game cannot survive its back buffer being reformatted under it.
The other half is memory. A 32-bit game only gets 2 GB of address space, and at 4K with a wrapper holding its own resources the engine runs out and reports 'Direct3D: Out of memory' while tens of gigabytes are still free. The executable is patched Large Address Aware to raise that ceiling.
Read directly from the game's own config and from dgVoodoo.conf.
Mods
dgVoodoo2 D3D9.dll beside the executable. Translates the game to Direct3D 11 and outputs Float16 scRGB HDR.
Large Address Aware patch A single header flag on the executable, raising the 32-bit address-space ceiling from 2 GB to 4 GB.
Set up, not yet played
Serious Sam HD: The Second Encounter
The 2009-era remake of the second campaign, running at native 4K with real high dynamic range and its add-on campaign installed. Every value below is read from the game's own configuration file.
Display & window
Resolution 3840 x 2160 (4K)
Window mode Fullscreen
Display device my monitor
Refresh rate 240 Hz
In-game V-Sync Off
Frame cap 10000 (effectively uncapped in-game)
Image
Post-processing On
Engine HDR rendering On
Gamma 1
Output levels 256
Tuned settings (from the game's own user.cfg)
gfx_bFullScreen 1 - exclusive fullscreen - lowest latency
gfx_pixResWidth 3840 - 4K is the floor
gfx_pixResHeight 2160
gfx_iWaitVSyncs 0 - in-game VSync OFF - the driver owns it
gfx_iMaxFPSActive 10000 - cap unlimited - driver owns the 237 cap
ren_fMax3DRenderingMPix 8.3 - QL5 caps 3D at 2.0 MPix (~1885x1060); 4K needs 8.2944
tex_iAnisotropy 16 - 16x anisotropic
tex_pixMaxSize 4096 - allow 4096 textures
efx_bMotionBlur 0 - BANNED
efx_bDepthOfField 0 - BANNED
sha_bAllowZoomBlurring 0 - BANNED - blur
inp_bMouseAcceleration 0 - BANNED
inp_bMouseSmoothing 0 - BANNED
plr_fFOVOverride 106.2602 - derived: base 90 -> 16:9
HDR
Output Real scRGB high dynamic range
How it is reached A single compatibility layer beside the game, which upgrades the presentation path — nothing else is needed
Peak luminance 1000 nits
Paper white 200 nits
Measured result Brightest pixel reaches 3.0 where standard range tops out at 1.0, with roughly 1.4% of the picture above standard white
Content
Add-on campaign Installed — three extra levels plus additional versus and survival maps
First Encounter pack Installed — lets the earlier campaign be played inside this game
Verified Both confirmed mounted by the engine at startup, marked as official content
How a 2009 DirectX 9 game ends up in HDR
Direct3D 9 has no concept of an HDR swap chain, so there is nothing for an HDR injector to attach to. The trick is to change the API underneath the game: dgVoodoo2 re-implements D3D9 on Direct3D 11, and then emits a Float16 scRGB swap chain of its own.
The important detail is that dgVoodoo does the HDR itself. Layering a second HDR injector on top to override the buffer format is what crashed this engine for weeks - the game cannot survive its back buffer being reformatted under it.
The other half is memory. A 32-bit game only gets 2 GB of address space, and at 4K with a wrapper holding its own resources the engine runs out and reports 'Direct3D: Out of memory' while tens of gigabytes are still free. The executable is patched Large Address Aware to raise that ceiling.
Getting high dynamic range out of this game took three attempts, and the two that failed are worth recording because they look correct on paper.
The first attempt put a wrapper in front of the game to translate its old graphics calls to a modern interface, and told that wrapper to produce a floating-point output. It ran, and measuring the picture showed the brightest pixel sitting at exactly 1.0 — the ceiling of standard range. So the container was high dynamic range while the contents were not. That is the trap: the pipeline reports success and the image is unchanged.
The second attempt kept the wrapper but handed the output stage to a second layer, which did produce genuine high dynamic range. It also crashed, repeatedly and with a divide-by-zero inside the wrapper, which no amount of configuration fixed.
The third attempt removed the wrapper entirely and used the second layer on its own. That is the arrangement in place now: one file beside the game, real floating-point output, and two consecutive clean launches with no crash reports. Fewer moving parts turned out to be both more correct and more stable.
One practical note that is easy to lose an evening to: this game must be started through the store client rather than by running the executable directly. Launched directly it exits immediately with no window and no error, because the engine unpacks part of itself at startup and needs that context. The failure looks exactly like a crash and is not one.
Mods
dgVoodoo2 D3D9.dll beside the executable. Translates the game to Direct3D 11 and outputs Float16 scRGB HDR.
Large Address Aware patch A single header flag on the executable, raising the 32-bit address-space ceiling from 2 GB to 4 GB.
Set up, not yet played
Serious Sam: Kamikaze Attack!
4K with scRGB HDR retrofitted by Special K onto the existing swap chain.
Display
Resolution 3840 x 2160 (4K)
Window mode Exclusive fullscreen
Display device my monitor
HDR (Special K)
16-bit swap chain true
scRGB luminance 12.5 (= 1000 nits)
scRGB paper white 2.5 (= 200 nits)
Read directly from the Special K profile beside the game.
Mods
Special K Loaded as dxgi.dll beside the executable.
Set up, not yet played
Serious Sam: Next Encounter (GameCube)
Emulated at six times the original internal resolution, in its true 4:3 shape.
Emulation
Emulator Dolphin
Graphics backend Direct3D 12
Internal resolution 6x native (about 4K)
Aspect ratio Auto - the game is 4:3 and stays 4:3
Widescreen hack False - it clips the game's own menu, so it is deliberately off
Anisotropic filtering 4x
In-emulator V-Sync False
Safe texture cache 128
System BIOS Not required to play
Read directly from the emulator's own graphics config.
The widescreen hack does render a genuinely wider view rather than stretching, but this game's menus are authored for 4:3 and get pushed off screen, so it is left off. Pillarboxing is handled on the stream side instead.
Set up, not yet played
Serious Sam (Palm OS)
The handheld version, emulated. Its screen is square, not widescreen or 4:3.
Emulation
Emulator RetroArch, Mu core
Emulated device Palm m515/Palm OS 4.1
Graffiti input area enabled - hiding it leaves a true 1:1 square image
CPU speed 1.0
Joystick as mouse enabled
Window mode Exclusive fullscreen
Read directly from the emulator core's option file.
Because the image is square rather than 4:3, it leaves a wide empty band on each side of a 16:9 screen. That is filled on the stream side with a dark, blurred extension of the game's own edge colours, so nothing is stretched or cropped.
Set up, not yet played
Serious Sam: Siberian Mayhem
Same engine and the same treatment as Serious Sam 4, with native HDR on.
Display
Resolution 3840 x 2160 (4K)
Platform PC (GOG)
Display device my monitor
Tuned settings (from the game's own user.cfg)
gfx_bFullScreen 1 - exclusive fullscreen - lowest latency
gfx_pixResWidth 3840 - 4K is the floor
gfx_pixResHeight 2160
gfx_iWaitVSyncs 0 - in-game VSync OFF - the driver owns it
gfx_iMaxFPSActive 10000 - cap unlimited - driver owns the 237 cap
ren_fMax3DRenderingMPix 8.3 - QL5 caps 3D at 2.0 MPix (~1885x1060); 4K needs 8.2944
tex_iAnisotropy 16 - 16x anisotropic
tex_pixMaxSize 4096 - allow 4096 textures
efx_bMotionBlur 0 - BANNED
efx_bDepthOfField 0 - BANNED
gfx_bHDROutput 1 - NATIVE HDR ON (then RTX HDR must be OFF for this exe)
Read directly from the game's user.cfg. The comments are the actual reasons the value was chosen, not added afterwards. Field of view is derived, never copied between games: hfov(16:9) = 2*atan(tan(hfov(4:3)/2) * 3/4 * 16/9). Every engine has a different 4:3 default, so the same number is a different view in a different game.
Nothing is modded here - these are the engine's own console variables, written to user.cfg so they load after the saved settings and win.
Set up, not yet played
Serious Sam: The First Encounter (Gold)
The classic 2001 engine running at native 4K with hardware-accurate EAX reverb restored and real scRGB HDR added on top. Every value below is read from the game's own PersistentSymbols.ini.
Display & window
Resolution 3840 x 2160 (4K)
Window mode Fullscreen
Display device my monitor
Renderer OpenGL
Colour depth Desktop default
Textures & filtering
Texture filtering Anisotropic, highest quality (22)
Anisotropic filtering 16x
Texture quality Maximum the 32-bit engine allows (3x); 4x is not reachable
Audio
Sound interface DirectSound (wrapped by DSOAL)
Sound format 3
EAX reverb Enabled - confirmed by 'EAX: Enabled' in the game's own log
Input & view
Field of view 106.2602 (derived for 16:9, not copied)
Mouse filtering Off
HDR (added by Special K)
16-bit swap chain true
scRGB luminance 12.5 (= 1000 nits)
scRGB paper white 2.5 (= 200 nits)
How Special K loaded as OpenGL32.dll, which replaces the presentation path and gives the classic engine a real HDR swap chain.
Read directly from PersistentSymbols.ini and the Special K profile. Field of view is derived, never copied between games: hfov(16:9) = 2*atan(tan(hfov(4:3)/2) * 3/4 * 16/9). Every engine has a different 4:3 default, so the same number is a different view in a different game.
Mods
Special K Renamed to OpenGL32.dll in the game's Bin folder. Supplies the 16-bit scRGB swap chain.
DSOAL dsound.dll + alsoft.ini. Restores the EAX hardware reverb that Windows Vista removed when it deleted hardware audio mixing. Without it these games are dry.
Both are restoration layers, not enhancements - they put back what modern Windows took away. Nothing about the gameplay is altered.
Set up, not yet played
Serious Sam: The Random Encounter
A pixel-art game that draws through plain Windows GDI - no 3D swap chain at all - running in HDR through a two-stage chain.
Display
Forced resolution max, refrate:60
Display device my monitor
dgVoodoo2 (GDI capture to D3D11)
Output API d3d11_fl11_0
System hook gdi (routes GDI drawing into D3D11)
Filtering pointsampled (keeps the pixel art crisp)
Emulated VRAM 2GB) MB
HDR (Special K)
16-bit swap chain true
scRGB luminance 12.5 (= 1000 nits)
scRGB paper white 2.5 (= 200 nits)
Read directly from dgVoodoo.conf and the Special K profile.
Mods
dgVoodoo2 Hooks GDI drawing and re-presents it through Direct3D 11, which creates the swap chain that did not exist before.
Special K Retrofits Float16 scRGB HDR onto that swap chain.
Point sampling is deliberate. Any smoothing filter would blur pixel art that is meant to stay hard-edged.
Set up, not yet played
Serious Sam: The Second Encounter (Gold)
The classic 2001 engine running at native 4K with hardware-accurate EAX reverb restored and real scRGB HDR added on top. Every value below is read from the game's own PersistentSymbols.ini.
Display & window
Resolution 3840 x 2160 (4K)
Window mode Fullscreen
Display device my monitor
Renderer OpenGL
Colour depth Desktop default
Textures & filtering
Texture filtering Anisotropic, highest quality (22)
Anisotropic filtering 16x
Texture quality Maximum the 32-bit engine allows (3x); 4x is not reachable
Audio
Sound interface DirectSound (wrapped by DSOAL)
Sound format 3
EAX reverb Enabled - confirmed by 'EAX: Enabled' in the game's own log
Input & view
Field of view 106.2602 (derived for 16:9, not copied)
Mouse filtering Off
HDR (added by Special K)
16-bit swap chain true
scRGB luminance 12.5 (= 1000 nits)
scRGB paper white 2.5 (= 200 nits)
How Special K loaded as OpenGL32.dll, same as the First Encounter.
Read directly from PersistentSymbols.ini and the Special K profile. Field of view is derived, never copied between games: hfov(16:9) = 2*atan(tan(hfov(4:3)/2) * 3/4 * 16/9). Every engine has a different 4:3 default, so the same number is a different view in a different game.
Mods
Special K Renamed to OpenGL32.dll in the game's Bin folder. Supplies the 16-bit scRGB swap chain.
DSOAL dsound.dll + alsoft.ini. Restores the EAX hardware reverb that Windows Vista removed when it deleted hardware audio mixing. Without it these games are dry.
Both are restoration layers, not enhancements - they put back what modern Windows took away. Nothing about the gameplay is altered.
Set up, not yet played
Serious Sam: Tormental
4K with scRGB HDR retrofitted by Special K onto the existing swap chain.
Display
Resolution 3840 x 2160 (4K)
Window mode Exclusive fullscreen
Display device my monitor
HDR (Special K)
16-bit swap chain true
scRGB luminance 12.5 (= 1000 nits)
scRGB paper white 2.5 (= 200 nits)
Read directly from the Special K profile beside the game.
Mods
Special K Loaded as dxgi.dll beside the executable.
Set up, not yet played
Serious Sam (Original Xbox)
The Xbox version, which contains both campaigns plus content that exists nowhere else, patched for real anamorphic 16:9.
Emulation
Emulator xemu
Renderer Vulkan
Internal resolution scale 8x
Aspect ratio 16:9
Disc image Converted to the format the emulator reads directly
Read directly from the emulator's own config.
Mods
Widescreen patch Applied to the game executable inside the disc image, in place. This renders a genuinely wider view rather than stretching a 4:3 image - verified by measuring a circular HUD element and confirming it is still round.
This version is not a straight port. It adds a weapon and an item that the PC versions do not have, and a lives system, but has fewer enemies on screen and smaller levels.
Set up, not yet played
Serious Sam's Bogus Detour
4K with scRGB HDR. This one ignores any library placed next to it, so the HDR layer has to be injected a different way.
Display
Resolution 3840 x 2160 (4K)
Display device my monitor
HDR (Special K, global injection)
Swap chain format Float16 (R16G16B16A16_FLOAT)
Colour space scRGB (G10_NONE_P709)
scRGB luminance 12.5 (= 1000 nits)
scRGB paper white 2.5 (= 200 nits)
Confirmed from Special K's own log for this game.
Mods
Special K (global injection) The engine resolves its graphics libraries by absolute system path, so a renamed library in the game folder is never even looked at. A system-wide hook is the only thing that reaches it - armed at launch and removed again when the game exits, so nothing stays resident.