Advanced / Triple Buffering ensures there should be no 'tearing' of screen
images if the frame rate doesn't exactly match the monitor screen refresh.
Particularly evident in vertical scrolling games.
Miscellaneous / RDTSC timing behaves differently on different
systems. On most modern CPUs and laptops it's better to disable this
otherwise there are sound desyncs and scratchy effects. However on earlier
systems it's usually preferable to have it toggled on.
Controller / Default input layout and digital joystick axes will be different
for each system depending on controller hardware connected. In this
example the XBox 360 controllers are noted.
Simulated monitor effects are now handled via *.png files in the \artwork
directory. They are accessed in Advanced / Select Effect.
Scanlines75x4 provides a 75% black line every four pixel rows.
Bitmap prescaling in Display is the new control for determining
how fuzzy or sharp the bilinear filtering of D3D is. Increasing this
number sharpens the game pixels.
2006-08-01 12:30 AM -0700 / john iv