Spoilers for Silent Hill 2 are present in the content below.

Configuration Details

Learn more about what many of the enhancement packages' customizable settings do for the game from the list below. Typically, settings can be found by opening an enhancement package's .ini file with a text editor. It is recommended to use an editor such as Notepad++ to preserve the file's formatting. The locations for all the customizable settings mentioned below are located under their titles.

The majority of content on this page is not required reading. You will likely only ever need to adjust the windowed mode and resolution settings (see the "Settings You'll Likely Adjust" section directly below), and will never have to touch most of the other settings.

Settings You'll Likely Adjust

EnableWndMode

Found in d3d8.ini

Runs the game in forced, borderless windowed mode.

ResX / ResY

Found in d3d8.ini

Adjusts the size/resolution of the game. Set ResX and ResY to 0 to inherently size the game to your display's native resolution. You can adjust these values if using EnableWndMode = 1 to change the size of your windowed game.

It is recommended to play Silent Hill 2: Enhanced Edition using a 16:9 aspect ratio for the best experience.

If playing in fullscreen mode (EnableWndMode = 0), the values you set for ResX and ResY must be a resolution that's inherently supported by your display, otherwise the game will freeze on launch.

It is recommended to use ResX = 0 and ResY = 0 if playing in fullscreen mode. It is strongly recommended to play the game in windowed mode, instead.

  • Initial R&D, proposed solution, and testing: emoose
  • Solution written in x86 ASM and C++: emoose
  • Mod implemented: ThirteenAG
OFF
ON

WndModeBorder

Found in d3d8.ini

Enables window border. Requires EnableWndMode = 1.

The game's vertical windowed resolution must be 32 pixels or less than your display's vertical resolution for the border to appear. This is a safety measure to ensure the border doesn't get cropped/lost out of your display area.

OFF
ON

FullscreenWndMode

Found in d3d8.ini

Changes the resolution of your display to match/fit the ResX and ResY resolution of the windowed game. Requires EnableWndMode = 1. Disables WndModeBorder, if it was activated.

If you set ResX and ResY to a size that your display does not support, FullscreenWndMode will deactivate and the game will run in normal windowed mode.

AutoUpdateModule

Found in d3d8.ini

Upon game launch, the SH2 Enhancements module will check for updates and, if available, will ask the user if they would like to update their files to receive new improvements and features for this module.

The SH2 Enhancements module can only update itself. This updater does not update any other enhancement package. You must manually download/update any other enhancement package, when updates for them are available. Refer to the project changelog table to know when the latest version of any given package has been updated.

OFF
ON

  • PCSX2

Camera Clipping Fixes

Found in .\sh2e\bg\*\*.cam and .\sh2e\bg2\*\*.cam - Cannot be modified

Adjusts the game's camera in certain areas to prevent the camera from clipping into the walls when using a 16:9 aspect ratio.

OFF
ON
OFF
ON

  • Xbox

CatacombsMeatRoomFix

Found in d3d8.ini

Corrects color and level values for the Catacomb's meat cold rooms to resemble the PlayStation 2 version.

Corrected ps189.map and ps193.map files must be present in <path-to-game>\Silent Hill 2\sh2e\bg\ps\ for this feature to work.

OFF
ON

CemeteryLightingFix

Found in d3d8.ini

Prevents the game from using wrong environmental and fog lighting values in the cemetery, if you load back into this area from a save point.

CheckForAdminAccess

Found in d3d8.ini

Checks if administrator access is required (and prompts for UAC, if needed) when launching the game, in order to save game progress. (Silent Hill 2 PC will not save game progress if you installed the game to an admin-protected directory, unless you run the game as administrator.)

OFF
OFF
ON
ON

  • Xbox

ClosetCutsceneFix

Found in d3d8.ini

Darkens the closet bars and moves the noise grain layer to be on top of the closet bar blur layer during the first-person segment of the apartment closet cutscene to match the PS2 version. Also adjusts the visuals during another camera cut to better light the scene.

CreateLocalFix

Found in d3d8.ini

Creates a local.fix file in the game's directory (if it does not already exist) to allow GPU-based anti-aliasing support for the game.

  • Initial R&D, proposed solution, and testing: emoose
  • Solution written in x86 ASM and C++: emoose
  • Mod implemented: ThirteenAG

d3d8to9

Found in d3d8.ini

Converts the game from DirectX 8 to DirectX 9, allowing for additional features and fixes to be used.

OFF
ON

DisableCutsceneBorders

Found in d3d8.ini

Removes cutscene letterboxing.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG

DisableGameUX

Found in d3d8.ini

Disables Microsoft Game Explorer (GameUX) to prevent the game hanging on launch and rundll32.exe high CPU usage.

DisableHighDPIScaling

Found in d3d8.ini

Disables Windows' high DPI scaling for the game to prevent certain display issues, such as a "burnt-in" image from appearing during fade transitions.

OFF
ON

DisableRedCross

Found in d3d8.ini

Disables the low health indicator completely.

Enabling this option is only recommended if you are using a controller with vibration enabled.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
OFF
ON

DisableRedCrossInCutscenes

Found in d3d8.ini

Hides the low health indicator during in-game cutscenes. Use with FastTransitions = 1 for best results.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
OFF
ON

DisableSafeMode

Found in d3d8.ini

Prevents the game from using the lowest visual settings upon relaunch, if the game crashed previously.

  • Initial R&D, proposed solution, and testing: emoose
  • Solution written in x86 ASM and C++: emoose
  • Mod implemented: ThirteenAG

DisableScreenSaver

Found in d3d8.ini

Disables the screensaver in Windows while the game is running.

DPadMovementFix

Found in d3d8.ini

Allows the D-pad on controllers to act as an additional movement pad to control James and to be used to navigate menu selections.

  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent

EnableSFXAddrHack

Found in d3d8.ini

Allows higher quality sound files to be used. Required if using the Audio Enhancement Pack.

OFF
ON
OFF
ON
OFF
ON

EnableSoftShadows

Found in d3d8.ini

Restores soft shadows, shadow level intensities, shadow fading on flashlight toggles, and self shadows.

EnableTexAddrHack

Found in d3d8.ini

Allows higher quality, upscaled images to be used.

ON

  • PlayStation 2
  • PCSX2

FastTransitions

Found in d3d8.ini

Increases the speed of all fade out/fade in transitions. Examples include going between rooms, opening/closing the inventory screen, examining memo/riddle images, and saving.

OFF
ON
OFF
ON

  • PCSX2

Fix2D

Found in d3d8.ini

Enabling this feature sets the 2D, full screen images to their original aspect ratios. This will remove stretching on the images, when played in widescreen.

Disabling this feature stretches the images to fit the screen. This affects all 2D images, such as the main menu, save screens, memo/riddle screens, subtitles, flashlight lens glow, and inventory screen.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG

FixChainsawSpawn

Found in d3d8.ini

Prevents the chainsaw from spawning on a first playthrough, which is a developer-intended design choice.

OFF
ON

  • Xbox

FixCreatureVehicleSpawn

Found in d3d8.ini

Fixes an issue where Lying Figures would exit from underneath vehicles incorrectly.

FixHangOnEsc

Found in d3d8.ini

Prevents the player from bringing up the PC pause menu during a fade-in, which would otherwise use the wrong screen grab of the game for the pause menu background image. Use with FastTransitions = 1 for best results.

OFF
ON

FixDrawingTextLine

Found in d3d8.ini

Thickens the horizontal line in the hospital diary text to make it easier to see at higher rendering resolutions.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON

FixGPUAntiAliasing

Found in d3d8.ini

Fixes issues for Nvidia graphics cards, such as missing/incorrect shadows, when force-enabling anti-aliasing through of your GPU's control panel.

OFF
ON
OFF
ON

  • PCSX2

FixMissingWallChunks

Found in d3d8.ini

Fixes an issue on Nvidia graphics cards where chunks of the wall would disappear if the camera got to close to the geometry when using a 16:9 aspect ratio.

OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

FixTownWestGateEvent

Found in d3d8.ini

Changes James' commentary about the back alley Heaven's Night gate at night to properly reflect the gate's status.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON

FMVWidescreenMode

Found in d3d8.ini

Removes "squishing" on the FMVs to have them properly display at their correct aspect ratio. This "squishing" can affect any version of the FMVs, if not addressed.

  • Initial R&D, proposed solution, and testing: ThirteenAG, Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
1
2
3

FMVWidescreenEnhancementPackCompatibility

Found in d3d8.ini

Adds compatibility for the FMV Enhancement Pack to have its videos display correctly in various modes.

  • 1 Displays FMVs in full for 16:9, but will have pillarboxes.
  • 2 Scales FMVs to remove pillarboxes for 16:9, which will crop the videos some vertically.
  • 3 Shrinks FMVs to display them in full for 4:3, but will have letterboxes.
  • Initial R&D, proposed solution, and testing: ThirteenAG, Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Aero_
OFF
ON

  • Xbox

fog_custom_on

Found in d3d8.ini

Enables the Fog Fix, which makes the game's fog closer resemble the PlayStation 2's version, which is considered the best.

OFF
ON
OFF
ON

Fog2DFix

Found in d3d8.ini

Fixes an issue on Nvidia graphics cards where the 2D fog is missing and the glow around James' flashlight is too dim.

OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

FogParameterFix

Found in d3d8.ini

Adjusts the fog-of-war boundaries for specific areas to fix visual errors.

  • Initial R&D, proposed solution, and testing: Ratiocinator
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
ON

  • Xbox

FogSpeedFix

Found in d3d8.ini

Adjusts the speed of the fog in certain areas for slower, more natural movement to better match the PlayStation 2 version.

OFF
ON

FullscreenImages

Found in d3d8.ini

Zooms in and crops the letterboxing on 2D, full screen images when using a 16:9 aspect ratio. Must be used with Fix2D = 1.

This feature only zooms the memo/riddle images, which are the only 2D, full screen images that require the use of this feature.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG

GameLoadFix

Found in d3d8.ini

Disables free-saving in select rooms that would cause game issues upon file loading back into the rooms.

GamepadControlsFix

Found in d3d8.ini

Allows the same controller input to be assigned to multiple game functions.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
OFF
ON
OFF
ON
OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

General Room Fixes

Found in .\sh2e\bg\*\*.map and .\sh2e\bg2\*\*.map - Cannot be modified

Numerous fixes applied to specific .map (room) files that include adjusting UV/texture positioning, correcting 3D vertex normal data, touching up 2D imagery, improving the levels/color balance of a room, and more.

OFF
ON
OFF
ON

  • Xbox

HalogenLightFix

Found in d3d8.ini

Restores illuminance for certain environment assets.

ON

  • PlayStation 2
  • Xbox
  • PCSX2

HospitalChaseFix

Found in d3d8.ini

Correctly syncs Red Pyramid Thing's attack animation to the rest of the cutscene that plays out during the hospital elevator chase sequence.

OFF
ON

  • Xbox

HotelWaterFix

Found in d3d8.ini

Restores lighting values for the hotel water.

OFF
ON

ImproveStorageSupport

Found in d3d8.ini

Allows the game to correctly check free disk space in hard drives larger than 2TB in order to save game files.

OFF
ON

  • Xbox

IncreaseBlood

Found in d3d8.ini

Increases the blood pool size of dead enemies to better match the PlayStation 2 version.

OFF
ON
OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

IncreaseDrawDistance

Found in d3d8.ini

Increases the front draw distance in certain areas to hide the environment loading in.

OFF
512
1024
2048
4096

IncreaseNoiseEffectRes

Found in d3d8.ini

Adjusts the noise filter's resolution. Set to any value between 128 - 4096 to adjust the resolution. The larger the value, the smaller the noise grain will be. Set to any value within this range to remove the widescreen stretching on the filter. Set to 512 to use the game's default noise filter size.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

LightingFix

Found in d3d8.ini

Restores proper environmental settings for the "Maria" ending, and restores lighting conditions for the 3D trees in the "Leave" and "Maria" ending.

  • Initial R&D, proposed solution, and testing: Aero_, Ratiocinator
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
ON

LightingTransitionFix

Found in d3d8.ini

Fixes an issue where some light sources would not properly brighten and darken James.

  • Initial R&D, proposed solution, and testing: Belek666, Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented:: Elisha Riedlinger
OFF
ON

LockResolution

Found in d3d8.ini

Shows the true resolution being used and disables changing the resolution in the game's options menu, which would otherwise crash the game while using enhancement packages.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ in mod implemented: Belek666

LockScreenPosition

Found in d3d8.ini

Disables the screen position feature in the game's options menu, which is no longer needed for modern displays.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ in mod implemented: Belek666

NoCDPatch

Found in d3d8.ini

Removes the CD check on some versions of the game. Not guaranteed to work on all executables.

OFF
ON

PauseScreenFix

Found in d3d8.ini

Removes flicker when accessing the pause menu and restores the noise filter and bloom effects in the pause menu for Room 312 of the Hotel.

OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

PistonRoomFix

Found in d3d8.ini

Hides a piston behind the wall that would otherwise be seen when Angela opens the door in the Labyrinth during a cutscene.

ON

PS2CameraSpeed

Found in d3d8.ini

Increases the camera speed movement to match the PlayStation 2 version, and removes "floaty/bouncy" camera behavior that was present in the PC version.

OFF
ON
OFF
ON
OFF
ON
OFF
ON

PS2FlashlightBrightness

Found in d3d8.ini

Adjusts the flashlight's brightness to resemble the PS2 version by reducing its intensity for environments, but keeping enemies and NPCs bright. Also corrects flashlight levels for Woodside Apartment Room 205 (the flashlight and mannequin room), along with a handful of other specialized rooms.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
OFF
ON
OFF
ON

PS2StyleNoiseFilter

Found in d3d8.ini

Adjusts the noise filter's opacity and grain spacing to resemble the PlayStation 2's version. Use with IncreaseNoiseEffectRes = 512 for best results.

OFF
ON

  • PCSX2

ReduceCutsceneFOV

Found in d3d8.ini

Cutscenes will be zoomed in to match their original 4:3 horizontal compositions when playing in widescreen. This will hide "frozen" character models that have been loaded in, right outside the 4:3 boundaries, ready and waiting to enter the scene.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG

RemoveEffectsFlicker

Found in d3d8.ini

Removes flicker that appears at the beginning of any motion blur event.

RemoveEnvironmentFlicker

Found in d3d8.ini

Removes flicker from environment settings resetting to default values at the end of certain cutscenes.

OFF
ON
PCSX2
OFF
ON
PCSX2

ReShade & Filters

Found in d3d9.dll, ReShade.ini, ReShade_sh2pc.ini, and .\reshade-shaders\*

Uses ReShade with a specially-made filter to make the game closely resemble the PCSX2 (PS2 emulator) version. Minor adjustments to color balance, levels, and the use of anti-aliasing achieve this effect.

ON

RestoreSearchCamMovement

Found in d3d8.ini

Restores right joystick functionality for controllers to move the search camera around. Change the value, depending on what type of controller you are using, to allow search camera movement on the right joystick.

  • 1 For XInput gamepads (most commonly used).
  • 2 For DirectInput gamepads.
  • 3 For DirectInput gamepads (alternate mode).
  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent
OFF
ON
OFF
ON
OFF
ON

RestoreSpecialFX

Found in d3d8.ini

Restores post-processing effects to their original intensities. Effects include depth-of-field blur, motion blur, static blur, and pseudo blooms.

RestoreVibration

Found in d3d8.ini

Restores vibration/rumble for DirectInput- and XInput-based controllers.

  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent
OFF
ON

Room312ShadowFix

Found in d3d8.ini

Prevents distracting shadow flickering along the patio glass doors while in Room 312 of the Hotel, and restores the chair's shadow during the cutscene that takes place in this room.

OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

RowboatAnimationFix

Found in d3d8.ini

Fixes an issue with James' character model being placed erratically into the rowboat if you previously entered the rowboat then load an earlier save point to enter the rowboat again.

OFF
ON
OFF
ON
OFF
ON

SetBlackPillarBoxes

Found in d3d8.ini

Forces all dynamically made pillarboxing to be black in color, restores pillarboxing to events which did not have them, and hides map markings behind the pillarboxing.

SingleCoreAffinity

Found in d3d8.ini

Limits the game to one CPU core to prevent sound looping and performance issues. Set SingleCoreAffinity to a value of 1 or higher to change the core used. (Example: 1 = CPU 0, 2 = CPU 1, etc.)

If the value is set to a number that is greater than the available cores on your computer, it will default to using the first core (CPU 0).

SouthPaw

Found in d3d8.ini

Swaps left joystick/D-pad and right joystick functions. Useful for left-handed players.

  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent

SteamCrashFix

Found in d3d8.ini

Prevents a crash when Steam controller configuration is used or when going to the game's options menu while using certain types of gamepads.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

Text Adjustments

Found in .\sh2e\etc\message\*.mes - Cannot be modified

Improves the grammar, punctuation, and sentence structures for the game's text and subtitles, in various languages.

UnlockJapLang

Found in d3d8.ini

Unlocks the ability to select Japanese for the game's text/subtitles.

It is recommended to keep this disabled for now, as not all Japanese characters are currently supported.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON
OFF
ON

UseBestGraphics

Found in d3d8.ini

Enables all advanced graphics settings by default from the game's options menu upon game launch.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON

UseCustomExeStr

Found in d3d8.ini

Restores all language options (English, French, German, Italian, and Spanish) as selectable choices and uses the exe_str.txt file to create language-specific pause menu text for the North American executables of the game.

exe_str.txt must be present in <path-to-game>\Silent Hill 2\sh2e\text\ for this feature to work.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

UseCustomFonts

Found in d3d8.ini

Uses custom font files to produce high-resolution text in-game. Compatible with all preset language files (English, French, German, Italian, and Spanish) in the game.

fontwdata.bin and font000.tga files must be present in <path-to-game>\Silent Hill 2\sh2e\font\ for this feature to work.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666

UseCustomModFolder

Found in d3d8.ini

Silent Hill 2: Enhanced Edition will read and use files in the <path-to-game>\Silent Hill 2\sh2e\ folder, rather than the <path-to-game>\Silent Hill 2\data\ folder, whenever possible. This allows us to store custom, modified game files in the sh2e folder so as not to replace/overwrite original game files, which are found in the data folder. Any game files which we have not modified will still be read from the data folder like normal, so you must keep the data folder and leave it untouched.

The file paths and filenames within the sh2e folder must be identical to the data folder.

OFF
ON

WhiteShaderFix

Found in d3d8.ini

Fixes an issue on Nvidia graphics cards where certain areas would appear white when they should be black.

WoodsideRoom205Fix

Found in d3d8.ini

Fixes a rare bug where the Mannequin creature in Woodside Apartments Room 205 may not spawn/behave correctly upon entering the room.