Game-specific spoilers may be 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. Chances are, you will 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.

Typically, settings can be found by opening a fix 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.

Settings You'll Likely Adjust

OFF
ON

EnableWndMode

Found in d3d8.ini

Runs the game in forced, borderless windowed mode. Adjust ResX = and ResY = to change the windowed game's resolution. Set ResX = and ResY = to 0 to inherently size the game to your display's native resolution. It is recommended to play Silent Hill 2: Enhanced Edition using a 16:9 aspect ratio for the best experience.
OFF
ON

FullscreenWndMode

Found in d3d8.ini

When enabled, changes the resolution of your display to match/fit the ResX = and ResY = resolution of the windowed game. Disables window border when active. Requires EnableWndMode = 1. If you set ResX = and ResY = to a size that your display does not support then FullscreenWndMode will deactivate and the game will just run in normal windowed mode.

ResX & ResY

Found in d3d8.ini

Adjusts the 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 hang 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.

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 the enhancement packages. Note: The SH2 Enhancements module's auto updater only updates itself. This updater does not update any other enhancement package.
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 standard widescreen 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's version. Corrected/enhanced ps189.map and ps193.map files must be present in <path-to-game>\Silent Hill 2\sh2e\bg\ps\ for this fix 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.
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
OFF
ON

DisableRedCross

Found in d3d8.ini

Disables the low health indicator completely. This option is recommended only 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/audio settings upon relaunch if the game crashed.
  • Initial R&D, proposed solution, and testing: emoose
  • Solution written in x86 ASM and C++: emoose
  • Mod implemented: ThirteenAG

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 custom sound effect (SFX) files to be used. Required if using the Audio Enhancement Pack.
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, and saving.
OFF
ON
OFF
ON

  • PCSX2

Fix2D

Found in d3d8.ini

Enabling this fix sets 2D images to their original full screen aspect ratio when playing in widescreen. Disabling this fix stretches the images to fill the screen. This affects all 2D images such as the main menu, save screen, memo/riddle screens, subtitles, 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

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
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 standard widescreen aspect ratio.
OFF
ON

  • PCSX2

FMVWidescreenMode

Found in d3d8.ini

FMVs will display properly when using a widescreen aspect ratio. (The pillarboxes (black bars on the side) are part of the widescreen videos.)
  • 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
OFF
ON

FMVWidescreenEnhancementPackCompatibility

Found in d3d8.ini

Zooms in on the FMV Enhancement Pack videos to reduce or remove the pillarboxes on typical widescreen aspect ratios. Pillarboxing may still be present, depending on your aspect ratio.
  • 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
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 written in C++ and mod implemented: Elisha Riedlinger

FPSLimit

Found in d3d8.ini

Controls the game's framerate limit. It is strongly recommended to keep the game running at 30 FPS.
OFF
ON

FullscreenImages

Found in d3d8.ini

Zooms in and crops the letterboxing on 2D full screen images. Pillarboxing may still be present, depending on your aspect ratio. This only affects the memo/riddle 2D images. Must be used with Fix2D = 1.
  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG

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.
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
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

  • PlayStation 2
  • Xbox
  • PCSX2

LightingFix

Found in d3d8.ini

Restores proper environmental settings for the "Maria" ending.
  • Initial R&D, proposed solution, and testing: Aero_
  • 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

  • Xbox

Nemesis2000FogFix

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.

NoCDPatch

Found in d3d8.ini

Removes the CD check on some versions of the game. Not guaranteed to work on all executables.
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's version. Must be used with FPSLimit = 30.
  • 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

PS2FlashlightBrightness

Found in d3d8.ini

Adjusts flashlight's brightness to resemble the PS2 version by reducing the flashlight's 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
OFF
ON
PCSX2
OFF
ON
PCSX2

ReShade Filters

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

ReShade filters to make the game closely resemble the PCSX2 (PS2 emulator) version when the PCSX2 version is played in software mode at around 4x its native internal resolution. Minor adjustments to color balance, levels, and the use of anti-aliasing achieve this effect.
OFF
ON

Room312ShadowFix

Found in d3d8.ini

Prevents distracting shadow flickering along the patio glass doors while in Room 312 of the Hotel.
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.

SingleCoreAffinity

Found in d3d8.ini

Limits the game to one CPU core to prevent sound looping bugs. Set SingleCoreAffinity = to a value of 1 or higher to change core used. (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 CPU 0.
  • Initial R&D, proposed solution, and testing: emoose
  • Solution written in x86 ASM and C++: emoose
  • Mod implemented: ThirteenAG

SteamCrashFix

Found in d3d8.ini

Prevents both a crash when Steam controller configuration is used or when going to the game's Options menu while using other 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 English text and subtitles. Adjusts text for various language files for broader compatibility between both the North American and European PC releases of the game.

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

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 executable of the game. exe_str.txt must be present in <path-to-game>\Silent Hill 2\sh2e\text\ for this fix 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 fix to work.
  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666

UseCustomModFolder

Found in d3d8.ini

Used for custom/modified game files so as not to overwrite native files. Silent Hill 2 PC 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. 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 textures would appear as white when they should be black.

XInputVibration

Found in d3d8.ini

Restores vibration/rumble for DInput- and XInput-based controllers.
  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent